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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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DapperDave

"Boot Hill Heroes" - Wild West Retro RPG with 1-4 Player Co-op

2 posts in this topic

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Kickstarter - [url="http://www.kickstarter.com/projects/155773634/boot-hill-heroes-wild-west-retro-rpg-with-1-4-play"]http://www.kickstarter.com/projects/155773634/boot-hill-heroes-wild-west-retro-rpg-with-1-4-play[/url][/color]
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[img]http://www.experimentalgamer.com/images/boothillheroes/PlotSummary.png[/img][/color][color=#666666]
After an alleged attack by the Chepakwik Indians, the people of Bronco County are on the brink of war. Only a farm boy who knows the truth that can stop it. Together with his three friends - a gunslinging desperado, an Indian princess, and a calamity jane - he must expose a conspiracy by bringing to justice the six outlaws of the notorious Saints-Little gang. Their journey will take them through cowtowns, Indian villages, ranches, gold mines, prisons, and into the very heart and soul of the American Wild West. But on their epic adventure to right the wrongs of the past, will they see justice done or discover an even darker secret lying in wait behind the scenes?[/color][color=#666666]
[img]http://www.experimentalgamer.com/images/boothillheroes/Screenshot1.png[/img][/color][color=#666666]
[img]http://www.experimentalgamer.com/images/boothillheroes/GameConcept.png[/img][/color][color=#666666]
Take one part Final Fantasy, one part Earthbound, and one part Chrono Trigger - then dip the whole thing in spicy Wild West sauce! Boot Hill Heroes is a true retro RPG set in the American Wild West. You'll find all the trappings of a spaghetti western - gunslingers, saloons, Indians, ranches, spittoons, Mexican standoffs, heroism, villainy, and everything in between. Boot Hill Heroes has adventure, drama, and a fair helping of humor. It's just like the classic RPGs you remember from yesteryear but with an inventive new spin! [/color][color=#666666]
[img]http://www.experimentalgamer.com/images/boothillheroes/Screenshot2.png[/img][/color][color=#666666]
[img]http://www.experimentalgamer.com/images/boothillheroes/GameInformation.png[/img][/color][list]
[*][b]Genre[/b]: Retro RPG, Spaghetti Western
[*][b]Players[/b]: 1-4 Local Co-op
[*][b]Full Release Target[/b]: October 2012
[*][b]Platform[/b]: Windows / Xbox 360 - Xbox Live Indie Games
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[img]http://www.experimentalgamer.com/images/xboxwindowslogos.png[/img][/color][color=#666666]
[img]http://www.experimentalgamer.com/images/boothillheroes/Screenshot3.png[/img][/color][color=#666666]
[img]http://www.experimentalgamer.com/images/boothillheroes/Features.png[/img][/color][list]
[*]Spaghetti Western story with adventure, drama, and humor
[*]4-Player Cooperative combat inspired by Final Fantasy III/VI
[*]Use Power Points in combat to attack as well as defend
[*]Wear Job Hats, learn new abilities
[*]Charming graphics inspired by Earthbound
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[img]http://www.experimentalgamer.com/images/boothillheroes/Screenshot4.png[/img][/color]
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[img]http://www.experimentalgamer.com/images/boothillheroes/Screenshot5.png[/img]
[img]http://www.experimentalgamer.com/images/boothillheroes/FAQ.png[/img]
[b]Say what? A Four-Player coop turn-based RPG? That sounds like crazy talk.[/b]
Not really. The game has four characters, so we thought - Why not make it four players? The game features a team of four characters – Kid, Doc, Moon, and Rosy. A single player can control the entire party, or friends can play cooperatively by taking controlling of certain characters. Players can seamlessly drop-in and drop-out just by picking up an Xbox controller (or an input device for the Windows version). The menu system is designed so that four players can simultaneously manage their characters’ equipment and abilities.

[b]Is this game made with RPGMaker?[/b]
No. Boot Hill Heroes is made in XNA with C#. RPGMaker is a great software tool, but in order to have all the features we wanted in the game it was easier to just to start from scratch.
[b]What do you still need to add?[/b]
The hard part is over. We started this project not knowing much about game programming and design. But after a year of fumbling our way through code we have a complete game engine. It works. It plays. All the features we want are in there. I can't believe I can truly say this, but it is done! Now we just have to create the rest of the art, music, and sound content and work on balancing out the game play.
[img]http://www.experimentalgamer.com/images/boothillheroes/Screenshot6.png[/img]

[img]http://www.experimentalgamer.com/images/boothillheroes/WantedPoster.gif[/img][/color]
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Fantastic-looking project! I can't wait to try it out--sounds like something I could get my wife to play with me. Plus, I bet having a few co-op partners would very much help to alleviate any tediousness inherent in turn-based combat.
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[quote name='Paul Franzen' timestamp='1336415508' post='4938142']
Fantastic-looking project! I can't wait to try it out--sounds like something I could get my wife to play with me. Plus, I bet having a few co-op partners would very much help to alleviate any tediousness inherent in turn-based combat.
[/quote]

Glad you like it. Prepare to like it more when I tell you that the combat is not actually turn-based, but real-time! Much more fun we think.
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