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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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Some Screenshots+Q&A day!

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First off, if you don't know what our game will be, you should probably check that out first, or this might not make much sense. Actually, I'll just summarize it right here: Our game, titled 'Not Dead Enough', will be a zombie survival MMO (as well as a short 'story' with tasks), with more realism than most. Think DayZ concept, with totally new ideas. Let's just jump right in. Here is what our awesome 3D artists (James, Tobias, August, Mark) did:





We also have a terrain (A very large terrain that hasn't been done in many games before), but there is pretty much nothing but hills and trees yet, so they will soon be added.

Now, we have our FAQ:
Q: Do you have a price or a release date yet? No and No. We've been working hard on this game, however there is no release date planned yet.
Q: How are you working on and planning your game? We have really used games like this (DayZ and WarZ) and learned from them. We are looking to improve on their flaws, if you will.
Q: Will you have a demo soon? We will not have a multiplayer beta released anytime soon, however, we may have a short single-player demo ready for you soon.
Q: We see that people have been bashing the idea of an MMO considering how you were shot almost every time you were seen by another player in games like this. How are you looking to fix that? We have a couple of solutions to solve this. One way is that you will be able to set up and build a base, whether you are in a group or not, so you can stay safe if it is stable. Another way is by playing this same survival mode, except in a private match by yourself or by inviting people you know. Another thing is our communication system. Not only will there be a mic and text chat option, but the player will be able to surrender to the person, showing that you mean no harm.
Q: What kind of environments can we be expecting? That's the cool thing, see, because really, you can travel everywhere, anytime. There will be big cities, small towns, farms, forests, etc. which brings me to something else. You can really "shape" your environment, because you can build things such as walls, forts, anything. So really, you as a player can restore humanity. Do you want to build a town? Heck, if you have the equipment go for it! If people trust you enough, you could rebuild a civilization. Of course, with our zombies, the could still break in, and that's your job to stop them from doing so. With this feature, I think people will be excited. Of course, this is survival, so you will still have to find food, water, medicine, etc. for your town, so trust me, it won't be easy.
Q: What kind of zombies will be here? Well, these zombies will be the slow moving, brain-dead (no pun intended) zombies. They will be attracted to noises, and in hordes they could be quite dangerous.

That's all for todays Q&A, however, if you have questions, you can either PM me or type it into the comments below, and it could be featured in the next Q&A! Also, be sure to leave feedback, because we want to hear what you think, especially about the new "build" system. Thanks for reading!

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Looks good! That magnum looks like it needs a little more texture for the silver parts, though.

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