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      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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Unity3D RPG Ascendancy -FeedbackLoved-

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Hey guys, my name is Tyler Lloyd, Head desginer and Director of the RPG game in development called Ascendancy.

The game is a medieval RPG. You know, Swords, Armor, Ogres, Dragons. That kind of stuff. But this game is different. The "Set-In-Stone" Rules of an RPG no longer apply. Ascendancy will be more realistic, more challenging, and more rewarding, than any other RPG.


Well, the rules of "Set Levels" no longer apply to the enemies. Each enemy is categorized in 5 different "LevelStones" VeryEasy, Easy, Medium, Hard, Boss. These categories have level intervals of 15-30. EX; Very easy = 1 - 15. Boss = 75 - 100. The enemies levels are randomized with those numbers. You could fight a goblin whos level 3, and its brother is level 15. You never know, i couldn't tell you!

How do we make up for this?

Some point in the game, you will acquire teammates. But their not just any teammates. They were born, to die for YOU. Their lives are bound to yours. When you die, they will die shortly after. When they die, you are able to revive them after the fight is over. That is, if you want to.

Okay so... What IS Ascendancy?

Ascendancy is your average RPG. Same concept, Find monster, Kill them, level up, do quest. But Ascendancy has a twist. A HUGH twist. In Ascendancy, as soon as your start the game, your given the chance to venture on your own. Of course it will be harder, but its your choice. You see a person walking around, you can kill them, or give them a chance to live. Just know bandits are always prowling the roads for travelers who think their strong..

Whats the plot? Or some Background information

You are part of a special blood line. Your ancestors are born to defeat the "Bringer of Death" (Name is going to change), Every generation, they get challenged to defeat him. It was easy at first. But then he gained a new power. You see, the Bringer never dies. He gets reborn. He is sent there to challenge the lands hero. But when he comes, he brings along his lackeys. Goblins, dragons, chimeras, Minotaur, any and all flood the land, Killing anyone in sight. He only challenges your ancestors, once they have given birth, so he always has a new challenger. Your ancestors have failed continuously at killing the Bringer. Which their deaths, only made him stronger. Thus he gained a new power, nearly making him as powerful as the Gods above. With the help of your Ancestors helpers, your "Teammates", you must defeat the Bringer. For you are the hero he needs to kill, before he becomes immortal. You would think he would kill you then and there, but he likes a challenge. So he will wait until you come to him...

Okay, how's the combat?

The combat completely revolves around the help of your Helpers. We are working on a system, that allows the helpers to detect what kind of mission your going on. and will equip themselves accordingly. They can enchant your weapons, plan surprises for your enemies, and even lift you up to destroy them from above.

Are there classes?

There are 3 Main classes (With the option of choosing all 3) And 2 sub classes for each class. The more you use that class, the more your class level grows. When your class level grows, you are able to... Equip new weapons for that class, gain access to the sub classes, which focus more on their weapons, and spend your class points to unlock new skills for that class. Each class has their own weapons to use. And each weapon has its own advantages.

Okay, im hooked. How can I help YOU?!

You can either PM me on here, or Email me at ascendancy123@gmail.com. The current people we need are...

  • 3D-Modelers x 2
  • Concept Artist x2
  • Playmaker Users/C# Scripters x3
  • Sound Artist/Designers x2
  • Level Designers x2
  • Webpage Makers x1
  • 3D Riggers/Animators x2

This game will Primarily use PlayMaker, but will use some type of scripts.

Below are some screenshots and concept of what will be in the game,[attachment=16106:bandicam 2013-04-06 09-11-50-696.jpg][attachment=16107:bandicam 2013-04-14 15-40-28-871.jpg][attachment=16108:bandicam 2013-05-25 18-21-57-513.jpg][attachment=16109:bandicam 2013-05-25 18-22-55-469.jpg][attachment=16110:bandicam 2013-05-28 19-37-23-840.jpg][attachment=16111:bandicam 2013-06-02 22-59-46-813.jpg][attachment=16112:bandicam 2013-06-02 23-00-21-290.jpg][attachment=16113:centaur.jpg][attachment=16114:CharacterNPCs.jpg][attachment=16115:Temelar.jpg]


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