• Announcements

    • khawk

      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.
Sign in to follow this  
Followers 0
Christopher Hurley

Dimension Nexus Adventures by Heresy Game Design

2 posts in this topic

We just finished posting our final main features. So I figured it was time to start getting the word out that we want feedback on our concept. Were actually already in development and base alpha stage. However we have not gotten to implementing most of our mechanics and features yet. Since we were on Greenlight Concepts, we decided to use it for its intended use, feedback. So come one come all, let us know how to make this game your dream game!

http://steamcommunity.com/sharedfiles/filedetails/?id=116567911

0

Share this post


Link to post
Share on other sites

I had a read through your steam greenlight page.

 

You describe a lot of game ideas there, without specific mechanics behind them, so it's hard to give feedback. Take your comment that "You can even design your own three-dimensional structures" - ok, an interesting idea in any game - but that doesn't actually tell me how the design works, so I can't say if it will work ok or not. It this going to be in voxel-cube style? Or maybe in the style of an architecture design software like Autodesk's Revit, or something a bit more simplified like Google Sketchup?

 

That's just one example - I think you need to define all your game mechanics better before asking for feedback on the concept. 

 

Also, I'm not clear on how multiplayer works exactly. You talk about 'player servers' - is each player his own server? Are they all linked together to a master server? Is this dimention jumping between player servers, or all local? 

 

I also really wanted to see some development screenshots of any part of the game - you should put up some, even if they're not as cool as the finished product, it would be interesting to see some of these concepts being implemented.

 

As far as overall concept, it sounds very ambitious with a lot of different ideas intermixing. It may sound a little too ambitious I'm not sure how some of the pieces fit together - like the 'board game' and character sheet with a dry erase marker. This is a concept for a video game right? I'm assuming so, since you talk about designing 3d models, so I don't understand how a board game fits into it. Perhaps the two are just completely separate games? (And if so why is the board game mentioned on steam?)

 

That's about as much feedback as I think you can get right now - if you specify some of the mechanics you describe in more detail, it would make it much easier to give you feedback on them.

0

Share this post


Link to post
Share on other sites

If you goto the discussions area, each feature has its own Google document with multi-page write-ups answering all of your questions.

 

And no, this is not voxel cube style. You actually design buildings that basically have the same structural analysis as Red Faction. They need to be able to support weight, etc. We also give an in game program for modeling and designing buildings, as well as items, and new technologies, explained in the RnD discussion post.

 

Servers are a unique animal. In the full multiverse, lets say your hosting a sci-fi server and I'm hosting a fantasy server. When a boss comes to you (think multiverse villains form comic books) when you goto defeat it, being the first encounter, it does the stereotypical "Well, you got to me here, but what about this?" And now your players come to my server. When the boss is defeated, everyone returns to their home server.

 

And we did have full video of the project originally  however we pulled these because of dropping the original planet engine. Once our planet engine is up in its new form, new videos and screenshots will be posted. I'm hoping a week or two, but the one person were missing for our dev team is a procedural designer for Unity 4.0.

 

About the board game, tomorrow were releasing its document. The idea is a video game and board game released together, and expansion coming out together. If you take a look at our planned crowdfunding, the reason we are mentioning the board game is that its in our crowdfunding proposal. We basically are using Steam Greenlight Concepts for its full purpose, getting feedback on your concept.

 

We actually had started developing the Board game first, and realized what we were doing would make an amazing Video Game, which is where we got the idea of the games living together. New bosses and items being released at the same time, as well as new genres (dimensions). Let me know if you have questions after checking out the feature documents. Most of your questions are answered there.

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0