• Announcements

    • khawk

      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.
  • entries
    500
  • comments
    1888
  • views
    333003

8/19 Weekend Summary

Sign in to follow this  
Followers 0
EDI

259 views

First things first, Revel Immortal 0.13 should be released this evening!

http://edigames.com/revelimmortal


It was a good work weekend at the EDIGames office...

Stats/Battle system changes

An important change to Revel is the removal of traditional DnD/RPG stats, you know: Str, Dex, Wis, Int...

I have decided instead that Revel will have equipment-oriented advancement.

All character templates have base adjustments for actual stats; such as protection, meleeDamage, magicDamage, speed.

This let's me easily adjust baselines for categories of enemies; since enemies never wear actual equipment.


Another change is in how protection is dealt with; for a while I was doing the DnD type calculation where, if a mob can't ever hit over your protection there is no way they can hurt you. However since calculations are taken in isolation, this becomes absurd if you're mobed by 20 such enemies at once.

The current solution is to let armor absorb DPS reducing its effectiveness; this works exactly like a regen shield, and there is a decent UI showing the effect in 0.13 to be.

However, I am seriously considering dropping this experimental feature in exchange for a nominal 10% damage never absorbed by protection; what I've come to know of as 'scratch damage'.


A need for modal messages

Currently revel uses a non-modal queued notification system; and it is used a lot; to the point that I am now sure it is overused.

I have 'shoe-horned' way too many important, long messages into this system; messages that need pause and consideration.

So tonight I'll be adding a Modal Message Queue, along side the non-modal; in this case such messages will appear sequentially and require clicking an OK button from the user.

They are great for notifying big changes in gameplay: "You have been exiled and left for dead in a cave on the Maranon Frontier."

In this case, modality will both be input modal and pause the game while open.

Modal messages will also fill a functionality gap, where you need to provide extra information while in an NPC conversation, Narrator-Style.

1
Sign in to follow this  
Followers 0


1 Comment


late breaking side note:

I;ve decided to postpone the release of 0.13 until next week, so that I can refine some of the newly added content and system changes between now and then.

0

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now