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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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Brotherhood of the Coast

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jjd

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Some friends and I have started working on a pirate game with the working title "brotherhood of the coast". BotC wil be a pirate-themed RPG with a sophisticated environmental engine to create an immersive world, with a deep narrative that challenges the player to become a marauding prince of the seas.

One of the things that I want to achieve with this project is a high degree of openness about our process and progress. I believe it is incredibly beneficial to a project to enable people who are interested to provide feedback as early as possible. It is too easy to hide away and develop something in isolation only to discover that your assumptions about what others like or want is totally wrong. Providing regular updates via this journal is one way to show progress and get feedback but we will obviously need to create a website to provide better visibility.

Currently we are in the planning/prototyping stage of the game. The approach we are taking is to record all of the ideas we have and let our imaginations run wild. Then we prototype some of the ideas to investigate the level of risk involved to better understand the technological constraints that are going to influence the game mechanics we want to employ. So initially there is going to be a lot of iteration to actually try ideas out to figure out what works and what doesn't.

BotC is going to be developed and available on windows and linux.

Currently the team consists of:
Amanda (writing)
Joel (art)
Josh (programming)
Justin (programming)

And since no entry would be complete without some pictures, here is Joel's first concept sketch!
pirate1.jpg

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