• 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.

Archived

This topic is now archived and is closed to further replies.

Piksel

New game idea (combines lots of ideas)

3 posts in this topic

I am just a hobby programmer (not looking to sell my game for huge money or any money), but I was wondering if anyone else thinks this might be a good idea. The game will be a platform game, taking place in a future over run with robots, and you are to destroy all the robots by getting to the mainframe that controls all the robots (I'm still working on the plot). Anyways, its a platform shooter, kinda like Duke Nukem 2d. But you fight the bosses and maybe do some other stuff in an overhead original Zelda style fight (alot like the original Zelda for the original Nintendo, where the bosses have definate patterns and all, and you have to use only certain weapons against them.) I want the main game play to be a platform style of play, so you can use grenades and what not (and I like platform games), but I may (a big maybe) change it to all overhead view. Throghout the levels and stuff though there will be doors and other stuff where you have to solve puzzles. The puzzles will not be played in the platform style view. Instead they will have their own view (depending on the game), for example a door might have a password that has to be found through a pick a # from 1-100 guessing game, and lots of other different games and puzzles. I have tons of ideas for lots of different puzzles, and ideas for lots of different weapons (like a flamethrowers that not only can be used to kill but will also mess up some robot's heat vision) I personally love variety (secrets, different powerups, different items etc.) so I want to cram as much stuff as possible into the game, but still keep it really fun to play. The game, if I choose to make it will be released this summmer probably. Do you think this is too much stuff for one game? Should it be all overhead? If its all overhead it will be at least 8 directions, not 4 directional like Zelda was. Remember that this will be simply a game I want other PROGRAMMERS to play for free, I just want to make a fun game, where you have to use hand-eye-cordination to play the game, and logic to solve the puzzles (2 things I think most programmers are good at), so just give me some input on the game. Thanks. Edited by - Piksel on 5/4/00 10:52:29 PM
0

Share this post


Link to post
Share on other sites
If you don''t really care how popular it is, then you can do whatever you like But I think most people don''t like to deal with too many different styles of gameplay within one game. It''s especially annoying if you love 1 style and hate the others. People tend to be skilled at certain types of games and not at others. And learning different controls for certain sections can be awkward. You''d generally prefer to have them separate.

But as I said, if it''s mainly for yourself and your peers, go for it. Do what suits you: if you like it, chances are some other people will too
0

Share this post


Link to post
Share on other sites
I have decided to make it. It will be consist of my original idea for mainly platform game and then an RPG style overhead view when he fights bosses. My love for plaform games, but the lack of their full range of motion, have lead me to this decision. The game should be cool. Although with so many styles of gameplay it will suck to make. Anyone have any ideas on how I should do it? Like platform_collision function, RPG_collision function, and have them all separate? I think I will do it like this. The game will end up being huge. I believe I will have to learn A LOT more C++ and DirectX however.
0

Share this post


Link to post
Share on other sites
With the different collision detection etc, you could always just call Check_Collision(sprite, sprite) and then it looks at a global variable, RPG or SIDE_ON and reacts accordingly!

You could even do that for movement. Just have player::move(int direction). This also looks at a global variable, and then reacts accordingly, so maybe UP means move up in RPG but mean JUMP in side scrolling mode?

Just my ideas!
0

Share this post


Link to post
Share on other sites