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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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Alternate-E

Surrealist inspired interactive-fiction

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Dreams are a large part of our nature as humans. Some people do not remember their dreams, most only remember them on occasion but the point is that we all dream, all the time. We rely on it, it keeps us sane. Like dreams, anyone can write a story. Some choose to share and others might choose not to. What we cannot choose is death. When it comes you go with it. With Jahari I drew inspiration from classic poetry and modern surrealist art. The goal was to have the waking world dance harmoniously with the unseen. To dance with the realities we can only experience, the indescribable. Ultimately, I wanted Jahari to be beautiful in its own respect. This interactive-fiction game is a blend between what is real and what is not. Jahari is imaginative-fiction like all fiction.


Overview:

You are an apparition. One who treks the sun and stars in search of whatever it is that completes you. The afterlife is not without its flaws though. The world you live in is somewhat of a blur. Clouds hover as close to the ground as dandelions do when blown too softly. But it is also a land where those well practiced in the arcane arts rule with the ability to force the landscape. Alas, you are no simple mage. This world willful dances to your touch. The world around you is alive but you are not. A world where the dead dwell endlessly in what feels like a dream.
The game is currently being hosted at an old stowaway site used for a previous title "Epoch." Nook, Android, PC and iOS supported.
This release is meant to serve only as very brief look into the world I am (you will be) building. Enjoy and thanks!

[url="http://www.epochgame.webs.com"]Jahari[/url]

Stat notes:

[b]Restlessness[/b] - Low points in restlessness decrease the chance of you going insane. What that entails is entering an entirely new plane of existence. One much more chaotic than the one you begin the game in. This is loosely considered losing the game.


[b]Solace[/b] - The goal is to find peace. That can be done either by realizing that you were a maniac in the waking-world. Or by coming to terms with particular events that may have occurred in your mortal life.

[b]Alignment[/b] - Determines what circumstances your magic is most powerful but that only applies to the waking world adventurer. There are two exceptions to this rule, the Morbid and Dreamer labels. These two are set only to underline the plane of existence you dwell in. Yes you will have the opportunity to to phase into the opposite at some point. Edited by iGoogleThis
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