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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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vermilingua

Alpha and Omega - A change from the (god/creation) norm!

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Hi guys, I hope you don't mind, but I'm just going to c/p my description from IndieGoGo. It just took too much effort to write, and I'm tired.
I'm just really looking for criticism/ideas/feedback, but if anyone would actually like the link to the project page, I'm not going live until about July, so I'll PM it to you then.

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Alpha and Omega

Alpha and Omega is the first game in development by Yesterday's Tomorrow, and is a god/creation game. It is different to other games of a similar genre in many respects, such as, but not limited to:

Relatively short playthroughs, complete with a scoring system.
Progression, both persistent and relatively non-persistent.
Non-persistent progression is the talent system of the game, similar to that of World of Warcraft. These are changes such as the ability to recolor terrain, create more complex life, and control how your civilization grows.
Persistent progression is one or more artifacts, traits, etc. that are 'left over' from your previous playthroughs. For example, if your sentient race evolves or creates telepathy, at the beginning of subsequent games, you can choose to include that in your species from the beginning; or if your planet detonates, you may find rare ore that is normally only found in the core of your earth.
You will have/gain the ability to terraform your planet, (think the beginning of simcity 4), and alter the terrain.
Worlds will be randomly generated, or if you choose, will be blank canvases for you to shape yourself.
The game will have a storyline or plot of sorts, unlike other similar games.
And, there will be others as soon as we think them up. (If you would like to make a suggestion, we are very receptive!)


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Thanks guys, I hope to hear from you!
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