• 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
  • comments
  • views

OMG... I've done it...Permadeath

Sign in to follow this  
Followers 0


Still in preparation of the prealpha, but I already have branched it, made a short pre-alpha "trailer", added more screenies and playtested my game (open pre alpha end of this week !).

I'm quite satisfied that I have implemented permadeath. Death is not permanent at first, you have a certain favor amount, which will be reduced each time you die, but once it has been used up (3-4), the game is over, period.

Implementing such a thing is not challenging from a technical view, the real challenge is to accept, that this feature will repel gamers from playing your game, a risky move in times of streamlining and casual games. But this game was never meant to be easy, eventually it is a roguelike(-like) in 3d.

The reason the first few deaths are not permament is, that this is a realtime, 3d game with a high risk of being surprised by some monsters. Sometimes you just have bad luck, after a near-death combat sitation, when two spiders are incoming simultaniously from two different directions. Most roguelike games are round based, in such a situation, even if it as dangerous as in a real-time situation, you have atleast the time to think about your options. In a real-time situation you have only few seconds to react and I don't want to make an action game, this is still a slower paced RPG at its core.

With permadeath in mind, there're still two issues a playtester could become frustrated. The pre-alpha version is without sound and sound will deliver very important information of creatures in your next surrounding (sound is highest prio after pre-alpha start!). The other issue is balancing. With the right equipment most creatures will not be terrible challenging, but you need to find it first. The first dungeon is generated (the generator is not part of the public version yet) and even I don't know what items are around you can find, but I hope, that there's enough interesting loot around wink.png

I will upload the public version this weekend, so stay tuned and prepare to surive. biggrin.png

Sign in to follow this  
Followers 0


There are no comments to display.

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