• 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
Jenraux

Operation: Aftermath, Multiplayer-Based Shooter

1 post in this topic

Hello everyone,

My name's Oliver, and I've been working on a Top Down Shooter called Operation: Aftermath.

Operation: Aftermath is a multiplayer-based shooter, with a variety of modes, such as co-operative survival, where you face against endless waves of enemies, this can be played by up to 4 players via Split-screen, as well as via a network, in the full release. Online highscores are available for the built-in Survival maps.

There is also a Deathmatch mode and a CTF mode currently in the game, with support for up to 16 players, up to 4 humans via split-screen and up to 15 AI, depending on the amount of humans. These modes will also be playable via a network.

Other modes such as Assault and King of the Hill are planned, and variants of all the modes will be available, such as Team Deathmatch.

AI will be available in all competitive modes, both in split-screen and network mode, when I implement that.

Operation: Aftermath has a built-in map editor, where you can create and save your own map designs, the same map editor which will be used for all maps included with the game. These maps are only a few hundred KB each, and can easily be shared with others.

There are currently 7 weapons and 8 enemies in the game.

Here's some screenshots, graphics aren't my strong point, I'm much better at programming.

Screenshots:

Lobby_Snapshot.png

The game's lobby


359e2b7.png

Test Deathmatch map with AI


A slightly out-dated video of the level editor, bugs seen in this video are fixed:

Level Editor Video


The game is being developed solely by me. At the moment, I'm putting in roughly 4 hours a day into the game, and progress is going well so far, in the past week, I've added the CTF mode and implemented a basic lobby system.

The plan is to release on Desura Alpha-funding, and then start work on the network features of the game.

You can check out the games [url=http://www.indiedb.com/games/aftermath1]IndieDB[/url] page, where I post a news article weekly, outlining what I did on the game that week, you can also follow the games [url=https://twitter.com/OpAftermathGame]Twitter[/url] page, where I post updates in the middle of the week.

Feel free to ask any questions. smile.png

Edited by Jenraux
0

Share this post


Link to post
Share on other sites

New developers diary available to read on IndieDB. This week, I talk about the enemies in the game, and what's been going on over the past week of development.

 

Hope you enjoy it. :)

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