• Announcements

    • khawk

      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.
  • entries
    42
  • comments
    85
  • views
    57290

Desent - Top down shooter. playable beta available.

Sign in to follow this  
Followers 0
EternityZA

980 views

I've been working on a 2D shooter. Every level is a maze that may contain keys and doors. To finish the level find the stairs that will take you to the floor beneath it. The game still has allot of placeholder art.

The current beta version can be played here www.distantmelody.net/desent. Let me know what you think! Use WSAD to move, aim with the mouse and use left mouse to shoot. Use R to reload and ESC to exit the game. There are currently 24 levels.

You will notice 4 player characters even though you only control 1. The game will eventually become 4 player co-up multiplayer. Of course a single player mode will still be available.

1
Sign in to follow this  
Followers 0


7 Comments


Had a couple of goes, but I found that by the second level I was so easily overwhelmed that it was nearing on impossible. The controls were a little odd and took a play through or two to get used to. There also seems to be a small area of transparency around the character's elbows.
0

Share this comment


Link to comment
I like this kind of games. Anyway:

I don't like the controls at all. I think it would just be better to have qwerty(W) "go up", and qwerty(D) "go left" instead of the current forward/strafe methods. Notice that given the fairly fast speed of enemies, it is relatively easy to aim near your character. As the critter moves to you, this might cause the forward vector to be mirrored, causing your character to oscillate around the crosshair, while the enemy gnaws it. This is very confusing to say the least, as movement is in fact a function of mouse pointer.
I can understand your desire for "easy" movement around a point, but I don't think this works at all.

I'd try expanding a bit the field of view and perhaps increasing the amount of damage the hero can take.
And... no sound. Which I suppose to be ok?
0

Share this comment


Link to comment
Im with everyone else the controls need a small referb make them more logical, because with an over-the-top view having the controls relative to the players orientation can get quite confusing
0

Share this comment


Link to comment
Ah. thnx for the feedback. I will change the default controls and instead add the current control set as an alternitive option. And i will start balancing some of the levels (especialy level 2. It is doable but i understand that it is complete overkill for the second level). As for the no sound I just havent gotten that far yet :D but i probely will within the next week.
0

Share this comment


Link to comment
I have added the following to make the beta more playable.

1. different controls as suggested.
2. level 2 is now much easier. I stil need to balance others but with this players can at least see more of the game.
3. When you die instead of exiting the game the current level just restarts.

and some other minor tweaks.
0

Share this comment


Link to comment
I like these controls much better and the difficulty was better adjusted. Though I think the game became a bit repetitive too early. Some things I think would improve the game:

- Introduce the keys earlier on.
- Maybe have some story to the game. Data pads or notebooks?
- Add sound.
- Add a health meter or bar.
- A little bit better graphics. The grey and black blocks aren't that esthetic and could easily be improved on. Look at games such as Alien breed 1 and 2.

Good job nevertheless. Keep it up! :)


0

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now