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      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.
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Steve_Turner

GUTS! Diablo & Tactics Mashup

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[center][img]http://www.bigmengames.com/guts_logo_tigsource.png[/img][/center]

[center][url="http://www.bigmengames.com/guts.html"]Guts Page[/url] | [url="http://www.facebook.com/BigMenGames"]FaceBook[/url] | [url="https://twitter.com/bigmengames"]Twitter[/url][/center]

[b]About Guts:[/b] Guts is a Diablo Tactics smashup set in a post-apocalyptic wasteland. Chris and I started development six months ago with the intent of exploring what it would take to bring more action and usability to the Tactical RPG genre. We currently have an alpha demo that we think captures the core of our game and the potential it has. You can play it in browser using Unity's web player.

[center][size=6][b][url="http://www.bigmengames.com/alpha.html"]Play The Web Demo![/url][/b][/size][/center]

[center]Please don't hesitate to give any feedback.[/center]

[center][size=6][url="http://www.youtube.com/watch?v=iRynomj5tCE&feature=plcp"][b]Watch The Trailer![/b][/url][/size][/center]

[center][img]http://www.bigmengames.com/Screenshots/guts_tigsource_screenshots_large_02.jpg[/img][/center]


[b]Features:[/b]
[list]
[*][b]Rogue-Like[/b]: In GUTS each play-through will be a unique experience where you face different encounters and acquire unique items. We are trying to tap in to the excitement and randomness we love in rogue-likes. All deaths are final.
[/list][list]
[*][b]Items: [/b]We are developing a complex item system where the items you get directly influence how you play and approach the game. Current implemented examples are items that give you knock back, counterattack, chance to cause monster to flee and more!
[/list][list]
[*][b]Monsters: [/b] We plan on having at least 20 monsters and already have a system built to give them unique powers and abilities that make each a unique challenge. For example rats run away when hit and some monsters spawn other monsters when they attack or take damage. Most of these behaviors are component based so we can generate some truly unique enemies!
[/list][list]
[*][b]Usability[/b]: A lot of time and effort has gone into our UI and controls. You can play the game with just your mouse. GUTS will also have a very low financial and technical cost. We want everyone to play our game.
[/list]
[center][size=6][b][url="http://www.kickstarter.com/projects/867641524/guts"]KickStarter[/url][/b][/size][/center]
[b]KickStarter: [/b]After six months of development we are trying to gauge interest and see if what we have is compelling. We planned on doing Kickstarter since late February but instead of just getting production materials and a pitch video we wanted to actually build an alpha version of our game and put in front of people to see if what we have is worthy of their investment. I am honestly unsure if this was the best strategy, but I would still do it all over again.

[center][size=6][b][url="http://steamcommunity.com/sharedfiles/filedetails/?id=92921746"]GreenLight[/url][/b][/size][/center]
[b]GreenLight: [/b]We have also set up a greenlight and have been getting a lot of visitors! The only discouraging thing, ignoring the trolls, is that very few people seem to follow through and actually play our demo [img]http://public.gamedev.net//public/style_emoticons/default/sad.png[/img]. Although those that do have been giving us good feedback.

[size=6][size=4][b]Planned Features:[/b][/size][/size][list]
[*]More Heroes
[*]Boss Battles
[*]Procedural Generated Maps and Content
[*]Ultimate Abilities
[*]Hirelings and Minions
[*]Story & Treasure Maps
[*]More Items, Abilites and Monsters!
[*]Merchants & Gambling
[/list]
[center]Thanks![/center] Edited by Steve_Turner
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