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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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Time for a fresh week!

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Saruman

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I spent the majority of the week polishing design, although that pretty much amounted to ability naming and drafting our final HUD design and functionality. Until you sit down and try to name 120 abilities and make them all both represent the action as well as sound interesting, you don't really realize the amount of time and effort this takes! I still need to make one more pass on the descriptions as I'm not happy with a lot of them, but that's going into the "do this later" bucket for now.

We're going over the draft for the final HUD one last time tomorrow before we start working on production for that. It's mainly a polishing and usability pass where the health and power bars now have small representative icons, and the ability description box loses the power cost in brackets for a shiny new power icon. Also a small duration icon is being added beside the power cost for actions that occur over multiple turns, as right now they are only listed in the description and it eats away too much space. The final component is cleaning up the right side, which in current builds as you can see below has three icons, but will now only have finish turn and surrender icons. A slide-out panel is likely going to be added which will have the exit game (or in multi return to game list), and a few other options you might want to change on the fly such as showing the grid at all times and it's opacity level.

Finally I posted up a new #screenshotsaturday which is still using the old icon set as I don't want to put the new set in the build until we have the HUD changes and artwork finalized.

empyrios_screen_08.jpg

[color=rgb(40,40,40)][font=arial]If you want to see more on our upcoming game check out: [/font][/color]Empyrios Announced!

[color=rgb(40,40,40)][font=arial]You can also follow us on our blog, Facebook, or Twitter to get future updates![/font][/color]
Creoterra[color=rgb(40,40,40)][font=arial] | [/font][/color]Facebook[color=rgb(40,40,40)][font=arial] | [/font][/color]Twitter[color=rgb(40,40,40)][font=arial] | [/font][/color]Google+[color=rgb(40,40,40)][font=arial] [/font][/color]

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Love the screenshot -- congrats on all of the progress!  Naming skills/abilities may not be a glamorous job, but it really show the polish to the end-user.

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Checked out your website. Really like it. However, if I were to make any comment it would be that it was missing a ico. Sorry Chrome makes it very apparent.

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No need to be sorry I'm looking for all feedback :) Thanks very much I'm going to make sure that is fixed today.

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Hope we see a new post in the near future. :) Hope your game is moving forward at a pace you are happy with. 

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This last month we've been working on the UX changes as well as 3-4 large "finalized" features into the next alpha build and so it's been a little busy and I haven't been able to write much. Mind you I'm planning on writing some type of "what we did in August" entry detailing some of the work and issues we faced :)

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