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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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VIDEO: iubes are intelligent cubes and we hate all of them

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Hi everyone! Iubes is a very indie-style spare-time RTS game project: time streching, spherical playground and other weirdnesses for a kind of light & outwarding strategy game...

How to describe the game?

It's a cross-over between God games and RTS (Age of Empire like) but while traditional RTS have a lot of micro-management (seek for resources, cost of buildings, click and manage units) here you don't need to take care of this at all: iubes are intelligent and are going to manage "how to do your things" by themselves. You don't control iubes directly but only select what/where/when they have to do.

For example, you can ask them to set any construction at any time without carrying about resources. BUT, you can't know precisely when the constuction will be finished: it all depends on your iubes organization, availability, if they can find near resources, and so on. Thus you've got to closely look at the playground to analyse the situation.

The purpose of those mechanics is to let you focus on the time factor: everything is a question of time. Speed up the timeline if everything goes fine, then pause, think, make a few ajustements, restart... you spend your time asset at your wish and play from x0 to x100 time ratio.

But time streching has a side effect: every single dead iube will come back on night time (ghost are very weak soldier, but... numerous!) and you really have to keep this in mind. The more you enforce the opponent player, the more you're bound to face tons of lost souls! You'd better not start a war at dusk! Of course you can use this day/night sequencing at your advantage.

The aim of all of this is a very simple gameplay, with a real strategic gaming.


... but the first video might help to explain the oddities ^^


I need your help guys!

In the forthcoming weeks I'd like to enroll a decent amount of beta testers for online battles, thus if you're interested in RTS/God games, you can register right now on the website ([url]http://www.iubes.com[/url])! So we'll be able to start some epic battles...



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