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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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TDE Admin

Battling Dragons and Mythical Beasts! Who Will Win?

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Welcome to The Dragon Empire's kickstarter project!



Allow me to begin by explaining that The Dragon Empire is a browser-based, free-to-play, virtual pet breeding game. Players breed dragons and beasts in over 16 million colors with a variety of markings and mutations.


The newest expansion venture for The Dragon Empire is to add "The Hallows Arena", a turn-based combat feature where players will breed and battle dragons and beasts against others and where rankings and gold nuggets are earned, NOT purchased!


The first feature to be delivered will be the "Training" section where players will be able to select outdoor areas of The Empire to explore and find monsters to fight.


The second feature to be delivered will be the "Challenges" section.  Here players must complete challenges in "sets" of training areas in order to unlock more areas of The Empire to train in.


And, the last feature to be delivered will be "The Arena" itself. In the arena, players will compete with their dragons and beasts in both player vs monster and player vs player competitions.



  • Levels are shared across all mini-games.
  • Mutations will have varying benefits across different games!
  • Breeding in desirable traits for battle and breeding out undesirable traits is only the beginning.
  • Competitive ranking, and automatic matchmaking for both player vs player, player vs environment and cooperative vs environment.
  • A variety of mini-games, adventures and treasure hunts are currently available for players to earn our gold nugget (gn) site currency as well as to earn XP for leveling of dragons/beasts. With gold nuggets, players can purchase items to enhance their dragon/beast battling skills and abilities. Players need not spend a dime to earn rewards. This is NOT a Pay2Win!

In anticipation of our new venture, we have implemented the necessary supporting infrastructure for "The Hallows Arena".

Every dragon and beast is now born with unique base battling stats and abilities which are directly influenced by colors, markings and mutations.

A variety of mini-games, adventures and treasure hunts are currently available for players to earn our site currency (called gold nuggets) and XP for leveling of dragons and beasts. With gold nuggets, players can purchase items to enhance their dragon and beast battling skills and abilities.

A specific group of items have been programmed to provide unique abilities usable in "The Hallows Arena" as well as to enhance dragon and beast stats for leveling and game-play.


The Dragon Empire - They say the essence of the Dragon Empire was born in a storm. An embryonic nucleus somewhere in the thunderheads of the black clouds, gathering for years in the lands know as The Jet Tempest. Black clouds that were rife with lightning strikes. But no one was around to really know and although the tale that the first dragons came from the Jet Tempest was well known, there were no actual witnesses from when or where they came. Draqrats however, say they know. Yes, the Draqrats claimed that they were the original citizens of the realm, but that the dragons overwhelmed. The lore of the Draqrats speaks to what they thought was an earthquake, although the sky was the problem, not the ground. They recoiled and ran when the noise started, the air filling with cries which stunned the Draqrats while the lightning struck and struck again. Huge beings, impossibly heavy to hang in the air as they did, spilled out from the dark, black clouds. The few Draqrats who dared to brave the cataclysmic storm saw tented, canvas-like membranes flapping, giving these creatures airtime not from feather but from something less evocative of angels wings. But of course, that's just what the Draqrats say.

The Hallows Arena - The Hallows was always seen as a dangerous place. Magma, toxic gas clouds, scalding barren earth where no life was thought to exist, but life has a tenacity to do what it does best. Aeturojth - the Eternal Ember, born of the ash and magma, upon the land of Hallows was not the first, but he was the most greedy. He built his lair in the volcano and guarded his treasure, showing no mercy to those who would dare to enter his domain. Far from the Sovereignty, he could do as he pleased without fear of Imperial or her court. The days and months passed and Aeturojth's horde of treasure grew larger every day, but it still wasn't enough. He ventured forth into the Haunting and hunted the Shadows that lived there... but, Shadows are clever.




For years we have dedicated ourselves to improving The Dragon Empire for our players enjoyment and we aren't about to stop now! We just need a bit of a boost to get us over the development curve.

Come join us in this adventure ... thar be dragons waitin' fer ya!


The Dragon Empire
The Dragon Empire Wiki

The Dragon Empire Press Kit
The Hallows Arena Press Kit
The Hallows Arena Kickstarter


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