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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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Braindrift

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First entry, hurray!

This dev-journal is all about the project Colony which is an initiative from an indie-group scattered over Sweden. The project is currently at an early pre-production stage and right now we'r focusing on prototyping different aspects of the core gameplay and art-style. The game is created in Unity and coded in C#.

In short Colony aims to be a game that combines the creative sandbox construction systems seen in Dwarf Fortress and MineCraft with NPC interaction systems inspired by The Sims and Caesar 2, and finaly a combat system inspired by War of Roses and Chivalry.

Yes.. it will take a while to create all that, we know smile.png

For now we are focusing on a prototype for a house construction system. Here is the design document for the basic functionality.
[sharedmedia=core:attachments:14074]

And a short video showing the work in progress prototype for designating a build area and placing the corner-stones for your house construction.
[media]http://vimeo.com/61346475[/media]

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Welcome! Nice to see more Swedish indie-groups. Haven't played War of the roses or Chivalry... what makes their combat system unique?

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Welcome! Nice to see more Swedish indie-groups. Haven't played War of the roses or Chivalry... what makes their combat system unique?

Thanks mate :)
War of the Roses and Chivalry uses a skillbased 3rd and 1st person melee combat system that builds a lot on blocking and feinting attacks. They use a rock, paper, scissor design where speed, armour types, block/armour penetration values and damagetypes stand against each other. The sweetest thing about those combat systems in my opinion is that they manage to create melee combat where you go toe to toe against your enemy without the 'step back and forth dance' you can see in for example Skyrim. Also, player skill is often more important than your equipment, a high-skilled player with weak equipment can absolutely outmaneuver a low-skilled player with great equipment by placing precise strikes at the weak spots of the armour for example.

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