• 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
  • comments
  • views

A moment to breathe and recap on Revel

Sign in to follow this  
Followers 0


Greetings All!

As of Sunday I feel somewhat of an internal Milestone has been reached; and it's a good time to take a moment, step back and have a good look at what the last month-and-a-week has brought.

We are only a few weeks away from the end of 2013; and it was a marathon year for me, having secured an office for my company outside of my home; dug the Morning's Wrath sequel out of its mire pit,and accomplished over 700 hours of work on it.

Earlier in the year

Most of work in the first half of 2013 was concerned with investigation and building the basis of what would become Revel.

Tom Novelli was a huge help during these times, especially in the area of tool support; where I was focused on engine systems; Tom would consistently lay out the bridges and tracks I needed to keep moving forward, in areas like image and audio atlasing; code minification/obfuscation and packaging for distribution; he was also great at figuring out various server configuration issues that plagued us early on.

During this time I also met Kate Billard, she was (and continues to be) instrumental in initial designs for Garranshall; and refinement of the story.

The pre-alpha was constructed hastily but Tom, Kate and I made a great showing at Indiecade 2013 in February; such that even though we were unable to pre-register for a demoing table, we were given one gratis when we got there.

The success and interest from folks there there really helped boost development for the next six months.

The April alpha release

We set a self imposed deadline of getting to open-alpha in mid April; what that meant was is we needed to build something stable enough to show to prospective players.

It would also be the proving ground for the expansionable system we designed; releasing early and making major fixes without breaking user save games was a key point in our planned model, and we needed to test it.

Thankfully everything went according to plan with twelve consistent releases between April and September; each with major changes to content, systems and gameplay; out platform was working, our plans were good; we had registered 200 alpha testers; fall was just around the corner, and it was time for a break.

Work since coming back from my vacation...

As reported in an earlier entry; I was on a fall vacation from sept1 to nov1, a two month break; and it was great; I really needed to just stop thinking about revel for a stretch of time; in retrospect, one month would have been enough, but my goal was to enjoy the fall, spend time with my wife and work on renovating my basement; all things were accomplished.

I returned with a renewed sense of motivation and urgency to push Revel forward.

The Revel Editor

OK, so without a doubt the biggest achievement, hands down has been the creation of the Revel Editor; a very large piece of software that lets us edit revel without twiddling tons of source files.

While I wouldn't pen it as being done (software rarely ever truly is) it is being confidently used to edit and move Revel forward, and was Use-Ready after only two weeks of development.

Version 0.14 was our first release via the editor; and Sunday 12/10 we released 0.15

Expansion of the landscape & Quests

Simply having the editor in place, changed the perception of the game greatly; and it meant content could be easily visualized, understood, added and edited; this pointed out a number of rough edges in the design, mostly concerning NPC dialogue and Quests, as was covered in a previous journal entry; these issues were quickly fixed and are operating great as of this writing.

More and more of Garranshall, and other yet to be seen maps are continuing to be filled out; as Kate, myself and other writers continue to refine the story elements.

I am happy to say that we finished the full implementation of a quest as of 0.15; and it has proved the system can work.

This has been a great milestone in itself and has given me a great sense of accomplishment.

The next few weeks and the start of 2014

Undoubtedly the holiday season will impact development of Revel, but I am hoping to put in as much time as I'm able to finish the year strong.

Our current goals are two-fold: More Content & Technological Refinement

This means mostly additions of quests, NPCs, and refinement of locations in Garranshall.

This also means refinement of existing dialogues, and hopefully catching up on some annoying but liveable bugs that tests have reported.

Our tentative goal is to be in what we'd consider 'Beta' by April 2014; In this case beta would be well features gameplay mechanics stability; and a wealth of content in the free areas of the game, as well as the full version.

Sign in to follow this  
Followers 0


There are no comments to display.

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