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      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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IainC

Tomb Of The Aztecs released -- a textmode 3D raytraced roguelike

8 posts in this topic

Recent tectonic activity in central America has unearthed Very Old Things under New Mexico, the site of the ancient Aztec city of Tenochtitlan. As a jetsetting plunderer of historic artefacts, you were taking some ill-deserved R'n'R down in New Mexico at the time, and just so happened to be sipping tequila outside a seedy terrace cafe when the ground around you fractured and the air was torn with the sickening noise of yielding rock and earth. As plumes of dust began to billow up from the fissure, you had the presence of mind to whip out your trusty iPhone. A quick trip to Wikipedia confirmed your suspicions - you were surely standing above the tomb of legendary warrior Popocatepetl. Further research was hindered by the collapse of all nearby cell towers, and with the briefest pause to drain your tequila and grab your trusty Fireball Cannon from the cafe table, you leapt into the gaping maw of the tomb. You soon realised the outer level you had landed in was merely an antechamber to the tomb complex. Scouting around, you eventually came upon a trapdoor leading down into the tombs. NOW, you are pausing to collect yourself before venturing forth. Like any bold tomb-raiding adventurer, you have one priority -- relieve the tomb of it's treasure and get the hell out of there. YOUR MISSION: Descend to the lowest level of the tomb complex and retrieve THE ORB OF POPOCATEPETL, then return to the surface. Anything else you meet down there can be considered hostile - except chests. We like chests. Mmmmmmmmmm, chests. FAST PC RECOMMENDED! --- Hi all, I'm proud to present V1.2 of Tomb of The Aztecs, a textmode 3D realtime raytraced roguelike. Windows-only for now I'm afraid. This is the first general release of a 7DRL (seven-day roguelike) I did in May. I'm pretty happy with the way it turned out. It uses the awesome libtcod for all manner of stuff. Features include: - Fully dynamic lighting with reflections and shadows - Fully twisted textmode rendering engine - Classic roguelike map display - Many tomb denizens See the included readme for more info and build notes. Download location: http://www.coldcity.com/downloads/tota.rar (Windows binary, 700K rar file)
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Just tried it out, really nice I must say! Funny idea and works perfectly, good job!

/chot
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I don't have exactly a "fast PC", so I haven't tried it, but judging by this post, you should be proud! Also, I enjoyed your writing style for that introduction.
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Wow, that's pretty sweet! Nice job.

...But just for the sake of pointless nitpicking, the ruins of Tenochtitlan are not in New Mexico, they're in actual Mexico. Wikipedia

;)
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Quote:
Original post by lancekt
Wow, that's pretty sweet! Nice job.

...But just for the sake of pointless nitpicking, the ruins of Tenochtitlan are not in New Mexico, they're in actual Mexico. Wikipedia

;)


Its the ruins of "New" Tenochtitlan.
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Played it, loved it.

Found a bug, though: You can walk through "weak corners" diagonally (see my awesome diagram below) by just cramming yourself up into the corner and "forcing" yourself through. Collision detection glitch?

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