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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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College project almost finished

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The engine Lotus was originally a college project of mine. My final project, meant as my final test before graduation. Last night I finished writing the papers on the project and submitted them to my teacher, and hopefully won't have to change a lot of things to be able to present it and graduate!

This means I'll be free to translate to english the current engine test I'm making, which I called End'Gar, and to give you guys a download link to test it!

So let me talk a little about this project.

I started developing the Lotus engine in 2010, using XNA, to create an action rpg named Lotus. Lotus is my biggest pet project, and I have dedicated most of my time on the last 2 years to study the design and development of an engine suitable for an Action RPG.

Now I have a cool tool that can be used to create maps of variable sizes, based on tilesets, create NPC interactions through dialogs that can assign quests, simple map events like teleporting the player to other maps or creating quests, and creating very simple enemies.

There is currently no real AI. The enemies behave the same, basically. They will wander around until they see or hear you, and move on to attack you till death. My next move will be adding an utility based AI for the enemies, and LUA scripting for the NPCs, map events and player skills. The player skills are, as of now, hardcoded, because in the end I only needed a handful of them to be able to present my project.f

Everything is using placeholder art, of course, since this is just an engine test prototype.

Hopefully you guys will be able to see it soon enough, with everything translated to english and portuguese.

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