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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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Xander Kyron

Game project: PROJECT SPIDER

2 posts in this topic

The plot is you are held in at a secret research lab and you are injected with a poison made from black widow poison mixed with tarantula blood, but instead of killing you it fuses with your blood. You become super strong, you can climb walls, you are super fast, and can possess any arachnid. Throughout the game you get more abilities and about half way through the game you battle a giant scorpion that is too strong to possess and you fall into a pit grey slime, an unfinished experiment to turn all humans into large arachnids. By some chance, this is the goo that turns people into giant spiders, but the prototype does nothing to a normal human After falling into the goo, you grow 4 more arms and you gain the ability to shoot webs from your mouth (Now a pincer-spider styled mouth.).
You gain a special ability to jump super high and you have an ability that makes you see in green, and everything that can hurt you turns black when you use it. End boss is a human inflicted with a mess-up goo that turns you into a giant black monster with long claws and a black tail. When you defeat him you just free-roam and you can use any special character you saw in-game (gaint scorpion, end boss, your beginning character, or you spider-like character, etc). What I have done is:
Wall-climbing code
SuperJump activator and superjump
SuperSpeed activator and super speed
Scorpion AI
WIP Scorpion tail sculpt (in Sculptris, around 30 thousand polys.)
ALL codes for first level (GUI activate/deactivate from button, scientist AI, sliding doors)
Thug AI

So, yeah. It's being done in Unity3D (NOT pro). It's my take on Spider-Man. I'm simply correcting all the mistakes done with the previous games, modifying the spider-man origin story HEAVILY, and sacrificing web-swinging and zipping for super-jump, super-speed and ultra-strength. It is done in a mixture of C# and JS. Scorpion tail so far has amazing graphics.
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Sounds cool. Does it feel fun to play right now?

With such an elaborate story, if it feels good, it should do well! :D
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No fire breath and lazor eyes? :c

You should definitely add a scene where you make a realky long string of web, and fly somewhere with it.
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