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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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Matias Goldberg


Distant Souls

I've been working a lot since the last time the pre-alpha demo was released. I've been doing improvements overall based on the feedback from testers. I'm trying to get a new demo ready so that more testers can be engaged into the play mechanics. There were two big elements that were present but were very overlooked in the last release: combats & platforming.

Additionally, I've noted there was something lacking, and I believe there was some sort of customization factor. Players are now have an inventory! They're able to wear equipment to become stronger, loot items Diablo II-style, and even level up. It looks like an easy feat but trust me, it takes a lot of time!!! There's a lot of gotchas: what happens if I unequip an item that was allowing another item to be equipped? Should that item be also unequipped? And what happens if there's a domino effect? What happens if the inventory was full? Should the item be dropped? But what if the player was just experimenting? Wouldn't it be frustrating if all it's gear wears off?


Combat is now balanced (or at least, not so unbalanced as it was before); but there's still missing a subtle but straightforward introduction to the combat mechanics. Combos were included in the previous demo, but most of players didn't even notice or figure it out. I need to work on that.

Aesthetics revamp

I dedicated some time to adjust contrast, brightness, HDR exposure, colour balance, sun's size (it was huuuuuge). All stuff I've been delaying until I eventually got used to it being wrong. Good thing players keep reminding you to them. With these corrections, it's much easier to note the cloud shadows (which are very cool)

There are also new 3D models, and a new enemy character. Furthermore, I've significantly improved the normal mapping on the terrain. The close ups are unbelievable detailed.

Towards multiplayer

Even the first demo supports multiplayer, it's just disabled and hidden. However this time I'm working both gameplay-design and code towards full multiplayer integration, matches are already possible; but there's no GUI to setup the connection yet.
Distant Souls supports both PvP as well as team quests.

The Dead Linger

I joined Sandswept Studios' team! I'll be working with them to take their Graphics to the next-gen. They're working really hard towards an alpha release of The Dead Linger and I'm going to make it look good(TM).
Naturally, this will impact in the development of Distant Souls by slowing it down (as I'll only be working on it in my little free time), but it's for the best for everyone.
The project data is downloading as I write this post, once I get to the code I should be able to buff up their graphic tech considerably smile.png

Final words

There's a lot I didn't talk about, but there's not enough room or sometimes I don't even remember every improvement detail! There's a lot more to come, but as I said, for the time being my main focus will now be in The Dead Linger. Enjoy the pictures!
You can view all of them in full resolution through the web player


This is a repost from my Dev. blog

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