• 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
    6
  • comments
    8
  • views
    5218

To Lay A Trap

Sign in to follow this  
Followers 0
iamvegu

659 views

[font=arial][color=rgb(51,51,51)]Since i've been actively developing Wicked Lair for 1 and a half months now it seems like i have some catching up to do on the dev journaling part of it.[/color]

[color=rgb(51,51,51)]I want to start by discussing one of the core mechanics of the game: Traps. In Wicked Lair traps are sort of like static creatures, and in that sense they also take up one creature spawn plot.[/color]

[color=rgb(51,51,51)]Once a trap is built it is ready to spring on the next unsuspecting hero to pass by it. Traps are triggered - unsurprisingly - by heroes walking over/into them, right now this always happens, but i have plans to mix it up a little, more on that further down. When a trap is sprung it sets in motion an event or a series of events. That could be as simple as dealing damage to the hero or something much more intricate.[/color]

[color=rgb(51,51,51)]After that, the trap is deactivated until it resets, how long a trap takes to reset depends on it's strength. Right now traps cannot be destroyed, but are expensive to build and there is a limit of 1 trap per floor. All of this is of course subject to change as balance demands.[/color]

[color=rgb(51,51,51)]Trap Memory[/color]

[color=rgb(51,51,51)]I intend Traps to be fairly strong, they are expensive and they should be fun to use/see in action. For example on the catacombs floor we have the "Swinging Axe" trap that swings from the ceiling and pretty much gibs the hero that triggered it.[/color][/font]





[font=arial]

[color=rgb(51,51,51)]It has a reset time of 2 minutes, but even with that fairly long cooldown in place it still seems a bit overpowered. In order to combat this issue i've been playing with the idea of having the heroes develop a trap-memory of sorts. Meaning over time they will start to remember traps they or their companions (as long as in line of sight) have triggered. When a hero then remembers a trap that they walked into before, they will sneak around it.[/color]

[color=rgb(51,51,51)]Furthermore, they could even communicate it to the other heroes, which then may or may not heed their warning.[/color]

[color=rgb(51,51,51)]Ok maybe i am going a bit over top here, but its definitely something thats been on my mind![/color]

[color=rgb(51,51,51)]Support Structures - Or Friendly Traps[/color]

[color=rgb(51,51,51)]Based on the same system as the trap system i plan to make friendly mechanisms as well. For example the floor theme i am currently working on - Growth, a deep forest - has a support structure called Tree of Life. As with traps, it's effect is triggered by an actor moving past it, just that in this case it responds to friendly creatures instead of enemies (heroes).[/color]

[color=rgb(51,51,51)]Facebook: https://www.facebook.com/wickedlair[/color]
[color=rgb(51,51,51)]Twitter: https://www.twitter.com/wickedlair[/color]
Website: http://www.wickedlair.com

[/font]

3
Sign in to follow this  
Followers 0


4 Comments


Thank you much easier to read. I really like the look and design of the game! Do you loot the dead heroes?

0

Share this comment


Link to comment

Glad you like it!

 

In a way, they drop gold according to their level, and at the higher levels they may also drop mana crystals wich you need to cast some of the more powerful spells you get.

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