Apple recently launched a new Twitter account that's completely dedicated to games! Yay! This is great for gamers, but, what about game developers? Well, one of the first things @AppStoreGames did was to shed some light on how you could have games featured in the App Store.
The video game industry has many outspoken people to learn a lot from, especially if you have little mileage as a developer. I've put up a list of thought provoking game development quotes by influencers of the video game community. I hope you enjoy them!
One of the recurring questions you ask our support team is how to actually make a turn based game in Gamedonia.
Because you're already great coding features for your games, all you may need is a little guidance on how to organize your design to make the things you want work.
When you see the following example, you’ll see how easy it is.
Live game operations help games grow according to the users’ needs by making constant changes to the game so it feels alive to the audience.
Does this sound familiar? I’m sure it does, considering most of the games now are live games that constantly introduce changes to improve them and more aligned to what the audience needs. These changes usually apply to the parameters that contain the game rules, not to the general game code that defines what you can do in the game.
With some examples you’ll clearly see the difference between live operations and the rest.
Let’s not sugarcoat here. Developing a social game is now about so much more than innovation. You need to market your app, get users and most importantly, retain them. And to retain them, you need to keep them happy. In this article I’m going to give you a relatively easy hack to doing the above: Get your users to login!
What do all video game awesome sceneries have in common? Good composition! Learn 3D level design basics with this complete guide by Mateusz Piaskiewicz, Level Artist & Designer who started the invaluable resource page LEVEL-DESIGN.org
For many years around the turn of the century, some of us (myself included) used to believe that the best games can only come from big teams. We were tricked into thinking this because it was the status quo. The gatekeepers, who back then largely controlled what gets released to market, only considered specific kinds of games that met certain criteria - a growing list of "back of the box" features that the publishers and their marketers decided the market wants. In addition to implementing those features, game development teams had to push constantly improving hardware to its limits, and they had to feature a large amount of content to justify the $50-$60 price tag. Naturally, those games need big teams to make them. For big AAA games, team size has kept increasing on each subsequent hardware generation.
Players leave games. According to Marc Robinson’s 2013 GDC talk, “On average, less than 40% of players return to a free-to-play game after just one session.”
And as you know, our first duty as professional game designers is to create compelling experiences. We make games for the players to enjoy and play! If they leave our games too fast and too often, we have failed.
Thinking of the reasons why players are leaving your game is a great opportunity to put yourself in their shoes. Not only that, your financial success largely depends on the size and fidelity of your audience. In particular if you are monetizing your game with in-app purchases.
Free-to-play games, or F2Ps, are one of the types of video games that is currently generating the most business. They’re games that are offered free at first to an ever larger audience. These games monetize primarily via advertising, the purchase of virtual goods or powerups within the game itself, or with a combination of both.
This article looks specifically at the process of designing levels for a platformer. The process is a guideline and covers the steps from the initial idea to the final playable level. Let's learn to design levels for a platformer!
The article does not focus on scheduling. However, you do need to keep scheduling in mind when designing levels. The size of a level and the amount of resources it contains depend on the number of people working on it, and the time available to complete it.