• 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
Wickedrob

Side scrolling dungeon crawler or open world?

13 posts in this topic

I was wondering if there were any in existence because I'm interested in making one.The limitations in comparison to a top down dungeon crawling or open world intrigues me as an interesting challenge.
Also what are some things that I should consider when making one of these?
0

Share this post


Link to post
Share on other sites

How are you defining "dungeon crawler"?  There is a pretty wide variety of sidescrollers you can look at, from the MMO MapleStory to old arcade-like games such as Zelda II, Golden Axe, a variety of TMNT games, Super Metroid, or newer things like Viewtiful Joe and Castle Crashers.  Do any of those come close to being a dungeon crawler?

0

Share this post


Link to post
Share on other sites
Yes but more exploration based like Pokemon mystery dungeon.Instead of going from stage to stage, you would have the freedom where to explore next while fighting monsters, collecting items, weapons etc.I guess Terraria is another example
0

Share this post


Link to post
Share on other sites

MapleStory allows the player to freely wander through the game world like that.  With most RPGs the player is only going to want to be where monsters are the appropriate level, which is probably 3 or fewer places in the world; so it's questionable to me how much freedom of exploration matters.  In MapleStory in particular, exploration isn't really emphasized because of the MMO nature of the game, which means it's unlikely to find anywhere in the game that there are no other players.  But there are certainly sidescrollers that do emphasize exploration, especially the ones which are adventure games rather than platformers.

 

Things you should consider while designing one, well, it's the same as designing any kind of game: you have to identify what you want to make in terms of gameplay genre, theme of the world, amount of story, target audience, platform/controls, MMO or single player, and all that.  Make a list of desired features, looking at these example single player games for suggestions.

0

Share this post


Link to post
Share on other sites
I outta try out maple story since it seems to have elements what Id like to recreate.
Btw how do you think you can expand the element of exploration for the player?
0

Share this post


Link to post
Share on other sites
I outta try out maple story since it seems to have elements what Id like to recreate.
Btw how do you think you can expand the element of exploration for the player?
0

Share this post


Link to post
Share on other sites

To develop exploration, you have to give the player reasons to explore.  Reasons to explore might be clues to a mystery about how the world works or what happened in the world's past to make it the way it is, or abilities the player could learn.  Other motivations for exploration could include crafting ingredients or quest items the player needs to gather, or pages of story the player is trying to collect, or a special type of currency the player needs to expand, upgrade, learn, or craft something.  In a multiplayer game it is possible to spawn a unique set of exploration rewards for each player, which are not visible to or collectible by other players.  Or, collectibles can be in a standard spot but become no longer visible to players who have already collected them.

1

Share this post


Link to post
Share on other sites

River City Ransom is an old gem that I enjoy that has an open-world setting that lets the player explore the city in a side-scrolling kinda way. Its worth checking out to give you an idea of how it can be done.

 

That and it's pretty dang fun IMO biggrin.png

Edited by DaveTroyer
0

Share this post


Link to post
Share on other sites

River City Ransom is an old gem that I enjoy that has an open-world setting that lets the player explore the city in a side-scrolling kinda way. Its worth checking out to give you an idea of how it can be done.

 

That and it's pretty dang fun IMO biggrin.png

The Scott Pilgrim vs. The World XBLA game is very much a spiritual successor to RCR and modern in case retro isn't to your tastes. (It's also funny and fun with up to three friends.)

0

Share this post


Link to post
Share on other sites
I'm thinking of something less linear and more freedom and not just a beat em up like Scot Pilgrim or Tmnt.
0

Share this post


Link to post
Share on other sites
Im just imagining the same experience of a top down like Zelda, Gta 2 or retro city rampage but side scrolling? Zelda 2 comes to close to what I'm thinking of minus the top down map traveling .
0

Share this post


Link to post
Share on other sites

Maybe take a look at the Castlevania series including and after Symphony of the Night?

 

They have an open feel where the player can explore the map in a side-scroller and the map opens up more and more as the player gains new items and abilities.

 

I can imagine a game with a similar dynamic and with a massive underground dungeon to explore, which is pretty much what you're looking at creating, right? 

0

Share this post


Link to post
Share on other sites
THATS IT! CASTLEVANIA! It fits exactly what I want to make! My idea is like Castlevania with more places to explore and item + weapon leveling and synthesis.
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