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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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The whole idea of scripting is a bit fuzzy to me, I been working a lot with lua the past few days. I think I've got most of it on the left side of the brain now, how long it stays that way is another matter...

In any case I've started to script some of the NPC dialogue and done some logic in their behaviour depending on the players choices. There won't be a whole lot of different paths to take in the game but it is always nice to have the illusion of it ;-) I have thought about doing voice-over for the dialogue, asking around family and friends to help me out... But that is not a priority right now. It would probably double the resource/asset memory size.

Some big things that are left to do:

- Flesh out the combat system, test test test and test.
- Implement user defined controls.
- Finally decide on a control scheme and STICK WITH IT! :-) Do I want point n' click or do I want direct control with cursor keys. Is having both methods available a consideration? Keep in mind a future iPad port. Both are implemented right now and I use them 50/50 each.
- Look over the player profile and save/load system again.
- ... more things.

As you can see there are a bunch of decisions to make still. I am however considering releasing an alpha just to get some feedback and response. Just have to make the game behave a bit more like an actual game first.

Oh, and I've noticed one or two bugs with the editor that needs fixing too... they popup the more I use my editor. There is always room for improvement tongue.png

Thanks for reading!

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Both control schemes are an option, in any case I do love the progress your making, and I hope to see the results of that scripting your doing.

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Thanks for the input! I think that is the route I'm going to take; letting the player choose his or her own preferred method of control.

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