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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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About this blog

A classic point and click adventure game.

Entries in this blog

kyuubi

Hey guys,

Really please to announce we have now a great team in place to kick this off.

After a lot of tweaking around and prototyping from the devs we can now kick this project off properly.

The team structure:

1x Game Designer
2x Developer
2x 3D Artists
1x Music Producer

You will be hearing from us soon with updates!

kyuubi
Our world is finally taking shape, growing in detail and diversity!

However, we are now starting to face a challenging option, and we would love some input from the community.

As third person perspective fans in adventure games, that aspect is pretty much decided, however do we have the camera follow the character, and give total freedom for the player to wander around the world or use fixed camera angles guiding the player through the paths we want them to take:

Some identified aspects on both parts:

Fixed angle:

- We can provide better detail on each scene, thinking more from a 2.5D perspective
- It is easier to code scenes to be relevant to the puzzles, as the plane is fixed, it's easier for example to find items. and paths to follow.
- It is challenging to avoid the typical frustrations with bad camera angles.

Follow character

- We feel this options allows to player to be more immersed in the game world
- It's easier to make all scenes consistent as the flow between each location is seamless.

We would love to hear your thoughts on this!

Cheers,
kyuubi
After a long time perfecting the story, the puzzles, characters and locations we have finally finished our first draft of the first chapter of the game.

We have started building the Village of Chelonii, with the Quarter District, Trade Square and Governor's estate.

Here is a sneak peak of the of our first plays with unity building this part of the Island:

kyuubi
Well, after a couple of months we are almost finishing with designing the first chapter of our first adventure game "The Seven Tides".

The game tells the story of John Riley a boy living in the Island of Chelonii. After a visit from an old acquaintance, his grandfather goes missing, and John embarks on a quest to find what happened to him, while discovering the truth about himself, and the mistery of the Seven Tides.

The game takes place in a world almost submersed by water, where all the land that is left are small islands, where the remains of the human race try to survive after the cataclysm.

At the moment we have, for Chapter 1 - The Island of Chelonii:

1) Base mechanics
2) Characters
3) Puzzle structure and flow(Not finished)
4) Location Layout
5) Cutscenes (Not finished)
6) Puzzles (almost finished)

After toying around alot with the Visionaire Studio and a bit with Unity2d we decided to go with Unity.

We are confident about the design and development, but the artwork is going to be a bitch, since we have noone in the team with those skills.

In terms of graphical mood we are aiming for hand drawn or pixel art, to bring back the old school type of feeling in the genre.

Stay tuned!
kyuubi
Hello felow devs,

I will be starting the development of a new game called the Seven Tides.

It is a point and click adventure game, inspire on the classic mystery games from the 90's like broken sword, gabriel knight and the dig (and so many more).

I am software developer by profession and have always wanted to start a hobby project for an adventure game.

I already started the game design and story script and was playing around the last few months with several engines until I decided on Visionaire Studio.

I will keep you posted with updates!

Duarte