• 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.

nathany

top-down shoot'em up. post your ideas

31 posts in this topic

Just a random suggestion... if you weren''t thinking of doing a straight "traditional" top-scroller (in the Tyrian/Raptor/Lifeforce mold), one idea I''d thought of a long time ago was having 2d mission-based game... Sort of a cross between Escape Veloctiy for the Mac (great game if you''ve played it, but you probably haven''t) and Wing Commander.

Basically, the idea is that you have an overhead map (either in space or planetside) with an asteroids-style control sceme (Plus, perhaps, a "brake" button), and you''d be sent missions a la Mechwarrior... This setup would allow for more storyline (if you wanted to include it) and- if you had some levels planetside and some in deep space- at least some more differentientation between levels.

Just a random thought, if you wanted to try something a little different

--{-Seig----

-- EMail: Seigfried@nervhq.org
-- AIM: SeigfriedH
0

Share this post


Link to post
Share on other sites
Hey nathany,

I''ve tried a fast conversion from 24bit to 16bit, because more people couldn''t run my demo.
I''m sorry but conversion took more than than I thought...maybe in a while...(exams nearing)...

Good luck on your shooter! And if you can, post your findings here...I''m real interrested!!!!!!!!
0

Share this post


Link to post
Share on other sites
quote:
Original post by baskuenen
I''ve tried a fast conversion from 24bit to 16bit, because more people couldn''t run my demo.
I''m sorry but conversion took more than than I thought...maybe in a while...(exams nearing)...



Why not try converting up to 32-bit? All you need is an extra useless byte per pixel.

- n8




nathany.com
0

Share this post


Link to post
Share on other sites
This is a serious question:

Why does your card support 32bits and not 24bits? Is this normal?

I''m having a lot of problems selecting the right screenmode (not only for this demo).
I am using DirectDraw.

Is this a normal problem?

Is 320x200 still supported by modern video cards?

And to nathany: Will 640x480x32bits with DirectDraw be oke?
0

Share this post


Link to post
Share on other sites
quote:
Original post by baskuenen
This is a serious question:

Why does your card support 32bits and not 24bits? Is this normal?



I don''t know if it''s normal, it could just be the Win2k drivers that don''t support it (Voodoo3 2000).

quote:

I''m having a lot of problems selecting the right screenmode (not only for this demo).
I am using DirectDraw.

Is this a normal problem?


No...I don''t think so.

quote:

Is 320x200 still supported by modern video cards?



Yup... but why on earth would you wanna do that?

quote:

And to nathany: Will 640x480x32bits with DirectDraw be oke?



Or 16-bits... either one.

- n8


nathany.com
0

Share this post


Link to post
Share on other sites
quote:
Original post by nathany

[quote] Original post by Hase
The 3D-part....


Also scenes between levels are important. Like flying high above a planet and at the end of the level entering the atmosphere. In the next level you start out in the clouds and slowly descend to ground level.

Is it really worth putting in a story?


That''s a good question... how many people would tend to skip over the cinematics while playing (if there were cinematics)? How often would you like to see cinematics (i.e. every 3 levels?)

Maybe this is a good reason to have story/arcade modes like Tyrian though. Arcade mode wouldn''t have any cinematics.

The scenes between levels could be cool... short enough that i don''t think people would skip them.

- n8


I didn´t mean cinematics, for a one man show they´re too much bother anyway. What i meant was very short in-game bits, not like a cut-scene but one that lasts 5-10 seconds, and maybe lets you fly the plane (possibly show the score/kill list?) while something cool happens.

Examples:
fighter plane picked up by mothership
landing on some kind of carrier
entering atmosphere (red glow around ship -> turns into fireball)
diving through a cloud layer (first part above the cloud, then a fade to white and back again below the clouds -> ground visible)

stuff like that ...





nathany.com

0

Share this post


Link to post
Share on other sites
Let''s see now... this is what I like about shooters.

1) I should be rewarded by the effort I put into mashing buttons, there was this one shoot them up I played where the MORE you mashed the button, you actually got powered up!

2) Lots of explosions when stuff die, but.... the explosions shouldn''t get in the way. Prefedably explosions are blended instead of fully opaque.

3) Bombs should be instantenous on release, I prefer to use bombs to help me get out of tight situations... or you can have a few types of bombs like in Raiden 2, where you had a slow acting megabomb, and a fast acting missle cluster.

4) You need to have LOTS of powerups to satisfy the power up hungry, the best example of this is GigaWing by Capcom where just by reflecting the shots of your enemies you get TONS of powerups and stuff.

-------------------------
-Now Working on Pokemon like Engine!
0

Share this post


Link to post
Share on other sites