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      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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Ship Stat Comparison

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Navyman

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A few people have asked about the differences between Ship Hull Classes.
Therefore, I have made a video outlining some of the differences between the Scout and Frigate Hull Classes.
I hope the video can clear some of these questions. However, if they create a few more that is great too.

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Ok, the numbers make sense now, especially with the comparison to Mage Knights. My initial confusion was caused by the fact that they go down from left to right rather than up (in a standard level style system.) Then my mind went to a THAC0 style system from Dungeons and Dragons, but that didn't make sense either as all of the stats were going down.

Anyway, that makes a lot more sense now and piqued my interest as I like systems like that. Great video; very informative. Keep up the good work!
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Sorry I did not get back earlier. I have been drafting an completely new pitch video and it is taking tons of my time, energy and creative ability.
Programmer16: We spent a good deal of time thinking of different ways to handle the stat system in the game. Currently using a Mage Knight like dial system made the most sense because we wanted to pass on the idea that as your ship take damage they do not function as well. However, we wanted the players to be able to adjust want areas were affected the most by damages and help that be part of their strategy. On a side note, I am wondering if I should mention the fact that Mage Knights was and is an inspiration for the construction of the stat system for the game in the pitch video.

Black-Rook: Thank you for the idea of the lock. We are trying to listen to the community as much as possible in the development of the game. It has been fun for us to play and now that we want to share it with the world some of the things that made sense to us are not so clear to the world. If you have more suggestions please pass them along.

Thanks again to everyone for the feedback and encouragement.
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