Showing posts with label game. Show all posts
Showing posts with label game. Show all posts

Sunday, 22 February 2015

MAKE SIMPLE GAME IN KIVY

Kivy - OKivy - Open sKivy - Open source Python library for rapid Open Source Python library for rapid development of applications development  that make use of innovative user interfaces, such as multi-touch apps.

Make Games using python programming in multi-platform. 

DOWNLOAD THE E_BOOK FOR CREATING APP IN KIVY                    


Thursday, 18 December 2014

12 business tips for indie game developers

This is a guest post from Paul Taylor of Mode 7, an indie development studio based in Oxford. Their current project is Frozen Synapse, a critically acclaimed multiplayer and single player squad-based tactical game for PC and Mac.  Check it out at www.frozensynapse.com
Paul Taylor
I’d like to take Nicholas’ post on The Future of The Games Industry and expand on one part of it. Go and read that first, then come back!
This post will be of most use to people in the “Anyone Who Wants to Make Games” category, which is where we at Mode 7 would place ourselves. We don’t have ambitions to be the next Zynga or Activision; we want to be small but profitable.
If you find yourself in a similar position, or even if you’re a one-man-band developer trying to make a living from indie games, you may find the following helpful. I don’t pretend to have all the answers – far from it – we’re all learning as we go.

1. Business brain required

To make a living from indie games, you will have to start running your own business.
If this idea scares you, or you find it uninteresting, then get yourself a commercially-minded but creatively-sympathetic business partner immediately.
You should try and get hold of a good business accountant (hard to find!) and get some basic advice from organisations like Business Link.
There is nothing about the basics of running a business which is remotely difficult: your accountant should be able to help you out with anything you don’t understand.

2. Have realistic sales targets

How much money can an indie game make? Well, we’ve now seen that a statistically insignificant percentage of indie games can sell over a million copies!
More sanely, Amnesia, an indie game from a developer with an existing fanbase, which features graphics approaching AAA quality recently managed to sell nearly 200,000 units.
Other indies are delighted when their games break 10k or 20k units.
So, this is a “how-long-is-a-piece-of-string” situation. But suffice it to say, if a new developer told me that his or her PC-only game required sales of over 10k units to break even, I would be concerned for them.
Simon Carless has some interesting sales stats athttp://www.slideshare.net/simoniker/independent-games-sales-stats-101
I think the ideal project duration for an ambitious indie game is 1.5 – 2 years, but that’s just my personal opinion!

3. Concept, Aesthetic, Gameplay


Fundamentally, nobody really knows which games will sell well until they are launched. They can guess; with a lot of relevant data they can make ballpark predictions, but they can’t know.

However, I think there are boxes to tick in order to allow your game a chance of being a decent product:

Concept

There’s no formula for coming up with a great concept; you’re trying to divine something that will appeal to a range of people, or a specific niche that you think is under-served.
Also, there’s almost no point giving direct advice about this, save that it’s important to bear in mind what people other than yourself will think about your concept. Here are four very different games that I believe have very strong concepts; they’ll illustrate my point better than another paragraph of my waffle:
  • Retro City Rampage
  • Farmville
  • Uplink
  • World of Goo
As soon as you encounter each of those games, it’s very clear what’s going on and why you’re likely to have fun if you play them. That’s the goal of a concept.

Aesthetic

Your indie game must look spectacular to even be a mild success. Heaps of visually attractive indie games are coming out literally on a daily basis: just take a look at TIGsource orIndiegames.com or RockPaperShotgun to see what I mean.
People will come for the graphics and stay for the gameplay; you need both. I’m not talking about expensive AAA graphics here; I mean something that has a massive visual impact instantly. EvenDwarf Fortress does this: its ASCII look is immediately intriguing.
You need to develop a way of creating a brilliant original look with very little cost. Not easy, but as an inventive indie, doing clever things is your job!
Lexaloffle have done this by resurrecting a forgotten graphics technique in a low-fi but striking way…
That’s why their trailer has 200k views already!
Finally, two things that will never, ever hurt you: detail and “spice”. Once your game is visually functional, go back and add stuff – funny things, little animations, quirky details, hidden areas, motion graphics for the menus.
Polish is an accumulation of small, hand-crafted details: reviewers and customers will notice the effort you’ve put in.

Gameplay

Good game design involves both a strong grasp of abstract rule systems and a practical hands-on iterative approach: skills which are at opposite poles. If you’re good at the former but poor at the latter, get other people involved at the earliest possible time when feedback is useful. This is where the tried and tested “release early and often” concept comes in.
One word of warning: most gamers find it almost impossible to evaluate gameplay without some decent art on top.
Game design is a skill that takes a lifetime to master: it’s a vocation. Like many vocations, a lot of people think they’d be great at it if they just had a chance to do it: these people are almost always wrong.
If your gameplay isn’t good enough for people to recommend your game to their friends, you won’t sell enough copies to keep going: that’s a fact.

4. Make payment models part of your design process


Think of your payment model as part of your game design.
Here’s some mild conjecture: free-to-play games incorporating virtual goods offer the highest possible ceiling in terms of revenue on PC and Mac right now. They allow customers who love the game to pay more than average, and they also capture small amounts of revenue from players at the other end of the scale, who otherwise might not buy a “full version” of the game.
However, just because something has the highest ceiling does not mean that’s where you should aim: it may simply not be suitable for the type of game you want to make. Remember, we’re in the “Anyone Who Wants to Make a Game” category here; you’re doing this because you have something you want to create, not because you want to make the most money possible.
So, it’s important information that traditional “pay-once” titles are still very viable for individuals and small companies.
One caveat: if you do go down the pay-once route, I would definitely urge you to look into DLC and ways of offering more value to customers who truly love your game. Pay-once arguably offers more opportunity for immersion and scope than free-to-play, so you may well gain some very passionate fans who would love to get hold of more content.
It’s also more customer-friendly: you don’t have to keep badgering people to give you money every five seconds. That could lead to a more meaningful relationship with your customers.
For a good example of how to make the most of long-term customer commitments in gaming, look at Penny Arcade. They make products (and hold events) that their fans love; they have a truly mutually beneficial relationship with their community. There’s no reason that an indie games company couldn’t adopt the same approach.

5. Offer pre-orders – and add value to them

Pre-orders are a very strong route for indie developers making pay-once games.
When someone pre-orders our forthcoming title Frozen Synapsethey immediately get a copy of the beta as well as a free copy for a friend; this has had a reasonable degree of success for us so far. The most important thing we did was to wait until the beta was exciting to play and fairly polished before we released it in this way: I’d urge anyone considering this to do the same.
We decided not to put out a demo with the pre-order, ensuring that only those who were excited by the concept enough to invest made it in to the beta. While I believe that this has restricted the size of our pre-order community, it has also created an extremely passionate and supportive group who have helped us out significantly with development. When the game is ready to reach a wider audience through a demo, it will be in the best possible shape because of this decision.
I think, though, that if you have an alpha with the ease-of-use and accessibility of something likeMinecraft there is simply no excuse for failing to have a demo at an early stage.
Like everything, you should make this decision based on what suits your game.

6. Consider online to beat piracy

Piracy is a very real issue for indie developers: it effectively means that your game needs some kind of online component in order to offer value to customers who do want to pay. Only very good-natured people will buy something they know they can get for free elsewhere with no negative consequences.
There are many ways of solving this problem by incorporating online components, but I’d urge you to do that in a way which is pro-customer rather than anti-customer. Don’t just force the game to contact your server for no reason: think of an interesting online feature which can add value.

7. Go direct, and go indirect

To have a decent success on the PC with a downloadable game, you’ll need to be on every major portal. The secret of getting on portals? Make a popular game and release information about it early!
Don’t just rely on distributors to sell your game for you, though: there is still significant money to be made from direct sales. You’ll need the following:
  • A reliable payment provider (we recommend Fastspring)
  • A clear website which allows easy access to information about your game, a demo download and a buy page
  • Time spent on optimising your website and tuning it for conversions
  • A marketing plan based on generating traffic
Your website doesn’t have to be flashy or even particularly attractive (providing your game itself looks good); it just has to be simple and work.

8. Market, market, market

I wrote a big piece on indie game marketing for Gamasutra a while back, which covers most of what I want to say.
The only thing I want to add to this now is that it never seems to be possible to over-do it on the blogging, videos or social network front. Loudness seems to correlate directly with success in my experience: be as attention-seeking as possible without harming yourself or others!

9. Know your numbers

You must have a good web analytics package on your website: this is the single most useful piece of marketing advice anyone has ever given me. Without this, you won’t know why your game is selling or not selling. Google Analytics is immensely powerful and free: I highly recommend it.

10. Work with other indies, and the indie community

Increasingly, indie developers are banding together and collaborating. Look at some of the cross-marketing in games like Super Meat Boy, or projects like Cliffski’s ShowMeTheGames.com. Getting actively involved with the indie games community can really benefit your work: just don’t get distracted by the posturing and in-fighting.

11. Use events wisely

Don’t spend much money on events: I’ve yet to find anyone who can demonstrate a clear return from paying for a big stand at a show or similar.
Definitely try and find legal ways of going to events for free!
In any case, do go to some events and talk to a lot of people about your games: there is always a small-but-not-insignificant chance of making a really valuable contact.
If you’re in the UK (or even if you’re not) I urge you to support Gamecity – it’s an event which sums up why I want to be part of the games industry.

12. Do it, and don’t ever give up

Persistence is the most important trait you’ll need as an indie developer. You’ll need to make mistakes, learn from them and carry on anyway.
You have to love doing this in order to do it at all: that’s why the indie games scene is one of the best places to be in this cruel world!


SOURCE :gamesbrief.com

Saturday, 4 October 2014

The Best Free Online Resources to Learn Game Development and Gamification


Learn Game Development
Global spending on video games is set to exceed that on movies, and the average 21-year old has racked up 10,000 hours of gaming! The best games and game designers can tap into human psychology in a way that we can all learn something from.
Maybe you’re a gamer curious about the psychology of game design? Perhaps you’re a budding developer wanting to create your own video game, but don’t know where to start. Or even an experienced game developer looking to sharpen your skills?
I’m curating some of the best online courses and resources on game development, gamification and game psychology. The best part? They’re all free! So go ahead and learn something new today!
Edit: If you’re new to computer programming, you should first check out our Web Development Learning Path — an extensive 75-hour curriculum of free online courses to learn web development from scratch.
Game Development for Beginners
1. An Introduction to Interactive Programming in Python: One of Coursera’s most popular courses, this Rice University offering is perfect for beginners with little or no Computer Science background. In this 8-week course, you will build a different game each week including classics like Pong, Blackjack, and Asteroids
Level: Beginner | Duration: 9 weeks
2. Beginning Game Programming with C#: Another beginner-level course offered by The University of Colorado. Uses C# which is preferred by some developers using Windows. For a comparison of Python vs. C# for game development, see this thread on GameDev.net
Level: Beginner | Duration: 8 weeks | Next Start Date: To be announced | Read reviews
3. Begin programming: build your first mobile game: This course teaches you to build a basic Android game in Java. Offered by The University of Reading on UK’s FutureLearn platform.
Level: Beginner | Duration: 7 weeks | Next Start Date: To be announced
4. Walker Boys Studio Unity 3D Training: A very comprehensive course that takes you from beginner to developing a 3D game in Unity. The instructors, who have worked at top studios like Ensemble, Firefly, and Terminal Reality, have assembled over 50 hours of content, and have seen over 3.5 million views to date.
Level: Beginner to Advanced | Duration: Self-Paced | Always Available
5. Concepts in Game DevelopmentThis very popular somewhat-theoretical short course on Australia’s Open2Study platform is ideal for beginners looking to dip their toes into game development.
Level: Beginner | Duration: 4 weeks | Next Start Date: To be announced
6. Game Programming A to Z: Space Rocks: This course on Udemy teaches beginners to build a game using free and low-cost tools, such as GIMP, Inkscape, Audacity and GameMaker
Level: Beginner | Duration: Self-paced | Always Available
7. Game Development Crash Course with Corona SDK: Create a simple mobile game using Corona — a tool used by many developers to build mobile apps and games for iOS and Android.
Level: Beginner | Duration: Self-Paced | Always Available
8. gamedev.net: A great community of game developers who share useful articles, answer questions on forums, collaborate on hobby projects, and even post job openings. Great resource for anyone who likes learning in a social setting. 
Level: Beginner to Advanced
Gamification, Game Psychology and Games as Media
9. Gamification: Taught by Wharton professor Kevin Werbach, this is among the earliest and most popular courses on the Coursera Platform. It covers psychological and technological aspects of good game design, and how game design principles can be applied to non-gaming problems.
Level: Beginner | Duration: 10 weeks | Next Start Date: To be announced | Read reviews
10. Gamification Design: This course on Iversity covers how to gamify experiences to make them more interesting. The professor takes gamification seriously — he will reward the best students with a Google Hangout!
Level: Beginner | Duration: 7 weeks | Next Start Date: To be announced
11. Video Games and Learning: This University of Wisconsin-Madison course reviews the kinds of thinking and learning that goes into video games, as they permeate mainstream culture as a source of entertainment.
Level: Beginner | Duration: 6 weeks | Next Start Date: To Be Announced
12. Online Games: Literature, New Media, and Narrative: Tolkien fans — this one’s for you! This 6-week course from Vanderbilt University, designed as an English literature class, covers how stories change as they move across different media (books → movies → games) with Lord Of The Rings as the central example.
Level: Beginner | Duration: 6 weeks |
Game Development for Experienced Developers
13. HTML5 Game Development: This intermediate-level Udacity course (prerequisites include knowledge of HTML and Javascript) is taught by two members of Google’s Chrome team. It covers game development techniques and building a high performance HTML5 application.
Level: Intermediate | Duration: Self-Paced | Next Start Date: Always On
14. General Game Playing: A theoretical mathematics / artificial intelligence course from Stanford about General Game Players, i.e. computer systems that are intelligent enough to play games whose rules they only find out when the game starts (different from say, Deep Blue, which was pre-programmed to play chess). This course requires familiarity with Symbolic Logic and ability to read code.
Level: Advanced | Duration: 8 weeks | Next Start Date: March 31, 2014
15. Game Development Fundamentals with Python: According to the reviews, this Udemy course (taken by over 12,000 students) is good for people with some prior Python programming experience.
Level: Intermediate | Duration: Self-Paced | Always Available
16. Unity3D Environmental Series: Learn to sculpt realistic looking terrain (e.g. snowy mountains) in Unity 3D using this video series.
Level: Intermediate | Duration: Self-Paced | Always Available
Game Art and Design
17. Vertex (e-book on game art): Very comprehensive resource on game art with two 300-page free PDF’s, filled with tips, tricks, and techniques from across the industry. We found this from a hat tip on Reddit.
Level: Intermediate | Duration: Self-Paced | Always Available
18. Game Design Fundamentals: A YouTube talk on game from MIT’s gaming lab.
Level: Beginner | Duration: Self-Paced | Always Available
And finally, here’s your reward for reading this far (gamification FTW!): an awesome TED Talk by game designer and author Jane McGonigal on how gaming can make the world a better place! 
Have you taken any of these courses (or others that you found useful)? Tell us what you think of them in the comments below!
SOURCE:www.mysliderule.com
AUTHOR
 Gautam Tambay .

Wednesday, 24 September 2014

Game Design Books - 2

Hereby these two books are most useful for everyone,who wants to be a game designer and to design their own game in a formal approach.


                             



                                                 Click on the book to read and Download



    


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Monday, 22 September 2014

10 Free Game Development Tools And Other Resources

Maybe you’re getting ready for an upcoming game jam, or looking to get into indie game development for the first time. Whatever your reason for seeking out free and easy-to-use game making tools, I’ve compiled a quick list here just for you!
Some of these programs require a basic understanding of programming to really be used to their fullest, while others don’t even ask for a single line of code. For things like art, music and other assets that can help bring your game to life, as well as additional resources like tutorials, I’ve put together a couple links at the bottom of the page. It’s never a bad time to learn a thing or two about game design! For more indie game dev goods, check out our guide to free user interface resources.
And now, in no particular order:

1.PUZZLE SCRIPT

puzzlescript increpare

PuzzleScript is a free, open-source game engine designed to help you make tile-based puzzle games. It was developed in HTML5, so you can run the tool right in your browser and play the games right in your browser. While its IDE-like interface may seem imposing to non-programmers, it’s actually quite straightforward and simple to learn.
Increpare, an influential game designer and the creator of PuzzleScript, has put together a handy beginner’s tutorial here, as well as a more advanced document here. Not feeling inspired? Check out some of the awesome games that have been made with this tool so far!

2. GameMaker

game maker
You have a couple options with GameMaker. You can download GameMaker 8.1 and use either the free version or pay $39.99 for the Pro version on Windows, or $19.99 for the Pro version on Mac. Or you can download the free version of GameMaker: Studio or dish out ridiculous amounts of money for the Standard, Professional and Master versions. This list is about freetools, though, so let’s talk about the free versions.
First of all, most people know about GameMaker already. It’s a prominent game creation tool by YoYoGames, with drag-and-drop options and other easy-to-use features for non-programmers, as well as a built-in scripting language for people with a little more experience. The original, freeware version of Spelunky, as well as Hotline Miami, were developed in GameMaker, so despite seeming like a simple tool, its possibilities are vast.
The issue with the Lite and Pro versions of GameMaker 8.1 is YoYoGames will no longer be updating them as they’ve shifted their focus to Studio. However, the limitations on Lite vs. the limitations on the free version of Studio are very different. Lite limits your use of certain advanced functions, like 3D, blending, data structures, etc. There will also be a watermark on your game. The free version of Studio, however, limits your use of resources, like objects, rooms, sprites, sound files, etc. Which one you use depends entirely on your priorities.

3. Construct 2

construct 2
Construct 2 is similar to GameMaker, but arguably even easier to use if you’re a non-programmer. A lot of basic coding lingo used in GameMaker’s drag-and-drop features is replaced in favor of more straightforward terminology, plus it comes with a lot of simplified visual effects! There are two paid versions, with the free version coming with some limits and restrictions, which you can read more about here. Besides that, it’s a handy tool and a great alternative to GameMaker.

4. Stencyl

stencyl
Stencyl is cool because it allows you to design games easily, while learning some basic programming logic in the process. By utilizing drag-and-drop within a snappable, block-based environment, Stencyl enables you to code events without actually writing any code, while still allowing you to visualize your game’s logic. Learn more here!

5. Twine

twine
Unlike the previous tools I’ve talked about here, Twine‘s focus is on creating hypertext-based interactive fiction games. Twine games are saved as HTML files and use hyperlinks to connect various scenes and other segments of the game together, rather than relying on a text parser system, as in traditional, text-based adventure games. This, coupled with the intuitive graphical interface that allows you to map out scenes in a web-like environment, makes Twine really easy to learn and use. Anna Anthropy has a great beginner’s tutorial located here.
The kinds of games produced by Twine have often been compared to Choose Your Own Adventure books, but because of the tool’s ability to track variables, player-inputted text, use a variety of unique components, plug-ins and more, the possibilities are really quite vast.
Some of my favorites include Conversations With My Mother by Merritt Kopas, Even Cowgirls Bleed by Christine Love and Panic! by Astrid Bin.

6. Inform 7

inform 7
Inform is a programming language designed to create player-inputted, command-based interactive fiction. The latest version, Inform 7, comes with its own IDE, library and compiler, all of which you can download here. Inform is unique because it bases its logic off the vocabulary and syntax of natural language, making it relatively easy to comprehend for beginning programmers.
For instance, you could type, “Forest is a room,” which will create Forest as a location in your game world. Then you could type, “Cabin is north of forest,” creating a new location in relation to another. This will connect Cabin to Forest with the user-input command “north” or “go north.” Of course, things get a little more complicated from there, but overall, the language is far more accessible than most when it comes to writing interactive fiction.
A list of resources and tutorials can be found here. I would recommend the Creating Interactive Fiction with Inform 7 textbook by Aaron Reed.

7. Ren’Py

ren'py
Ren’Py is a free and open source visual novel engine that allows users to combine images, text and sound to create interactive simulation games. A lot of dating sims are made using the visual novel format, but it doesn’t have to be limited to just that.
This software is good for beginners because of its super simple scripting language, but it also allows more experienced coders to write games in Python.
Katawa Shoujo is an example of a popular game built in Ren’Py.

8. Adventure Game Studio

adventure game studio
Adventure Game Studio is aimed at more intermediate developers, allowing users to create their own point-and-click or keyboard-controlled adventure games. A lot of popular indie games have been created using this software, including the Blackwell series and Gemini Rue.

9. FlashPunk & Flixel

flashpunk
Why pay for Adobe’s expensive Flash suite when you can just use these free, open-source ActionScript 3 libraries? FlashPunk and Flixel aren’t game-making tools like the rest of the applications on this list, but they are great if you’re looking to create 2D Flash games and have some experience in object-oriented programming. FlashPunk in particular is based on the GML library, making it a smooth transition point for people looking to break away from GameMaker.
Of course, to make use of these libraries, you’ll need to download a separate IDE to work in.FlashDevelop is a free and open-source code editor recommended by the developers of both FlashPunk and Flixel. The two have compiled a great list of resources, tutorials and other information here to help you get started.

10. Unity

unity
Like GameMaker, including Unity on this list was an obvious choice. Unity is a game engine that supports development across an impressive range of platforms, making it one of the most popular game development tools right now. It comes with a built-in IDE, is useful for making both 3D and 2D games and has a huge asset store available.
One downside to Unity is that it’s free as long as you’re not using it for a hefty commercial gain. If your annual gross income exceeds $100,000, you’re required to buy a Unity Pro license for $1,500. The Pro version does come with some additional features, though!

11. RPG Maker XP

rpg maker xp
Whoa! You said there were only ten things on this list!
Well, technically, I said there were ten free things on this list… even though I did go over that by including FlashPunk and Flixel, but I don’t care. Who complains about getting more than they expected?
RPG Maker isn’t free, even though [SECRET]most people I know who use it didn’t exactly pay for it.[/SECRET]
I’m not encouraging piracy here, but I just couldn’t let this list be completed without RPG Maker XP. RPG Maker 98 and XP were my first game-making tools growing up, and I love, love lovethem. There’s a free trial for RPG Maker XP you can install here, or you can dish out the $30 to buy it here.
I haven’t heard the best things about RPG Maker VX, but it is their newest product, so there’s that too.

Additional Resources


 SOURCE : www.indiestatik.com

Do you have a good resource I should add to this list? Let me know in the comments below!