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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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Getting close

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Well, we're getting close. I have all of the scenes, objects, items, and characters in place. I want to add a little more dialogue to David and Denise in the bar, but beyond that everything is done.

I'm thinking of releasing the game in "chapters" with the demo being the prologue. Each chapter would be at least 4 or 5 scenes, but would probably average about 6 or 7 (the demo is 7 scenes for example.) However, each chapter would be more like downloadable content. Basically at the end of each chapter it would create a save and then show a "To Be Continued" screen or something. Once the new chapter is out, you can download it, load the save, finish the scene and move on to the next. I'm still thinking about it though; not sure how well that would work out.

A shot of the warehouse interior.

The warehouse's rear hallway.

Someone is in trouble, I better go get help.

It's gotten really dark outside, better watch my step...

I'm going to finish up what is left and make a new installer. Again, this is a very rough draft, the dialogue is dry and pretty much non-existent (I've only put in the necessary dialogue.) Also, the art is all going to be updated at some point. I'll post an update later tonight with the new download.

I was curious, so I added stats to the editor:

Back to building the installer.

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"[i]Once the new chapter is out, you can download it, load the save, finish the scene and move on to the next.[/i]" I like this idea, and it would prevent people from burning through the whole game in two hours like I always do, haha. They have to be long enough though.

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[quote name='Black-Rook' timestamp='1349651943']
I like the idea of just downloading add-ons. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
Yea, it appealed to me as well lol.

[quote name='Bacterius' timestamp='1349652215']
"[i]Once the new chapter is out, you can download it, load the save, finish the scene and move on to the next.[/i]" I like this idea, and it would prevent people from burning through the whole game in two hours like I always do, haha. They have to be long enough though.
Hah, I'm the same way. Length is actually the issue that I'm having with it at the moment. Basically the demo I'm about to put out would be the size of one of the chapters (from what I'm envisioning anyway). This is about 7 scenes, but I have no idea of playtime for that. Currently there isn't much to do in the 7 scenes I have done (pretty much only necessities for moving through it), so it wouldn't be a very fun or long chapter. Once I have everything fleshed out it might be better, but we'll have to see once I get to that point.

Thanks for the input guys!

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