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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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Revel Immortal 0.16 is now live!

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Alpha version 0.16 is now live, give it a shot at the usual link:


Note that due to some major changes, and still having the luxury of an open alpha, we cleared out previous save games to get rid of some nasty patch code that was in existance before now.

Given that players wern't able to accomplish much before now in the way of items or quests, this shouldn't be much of an issue.

Now that we've got some quests, you get to decide a style of play; as for me, I always play evil :)

(Spoiler Alerts: Here I am starting a collection of prisoners.)

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This is his vision of this section of his game. I believe it is always great to see new game screenshots.


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Plays pretty good now, I completed a few quests and got the noble men imprisoned. I never got them executed though. Will it be implemented later?


I got one odd quirk when playing the game:


I was in the caves up north and I switched from one screen to the next. I guess It should only be a matter of editing the map locations so they match up better.


Keep it up =)


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Yes it will; a few of the further options for prisoners are stubbed in but not acted upon yet.  Choosing them for now won't harm anything.

Thanks for the info about the cave; yeah, one of the downsides of discrete rooms is making sure doorways match up etc.  I'll probably implement some santity checking to detect that soon, thanks!



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