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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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c--b

Mod in need of help. Ninja: The Secret Society

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The mod in need of help is, Ninja: The Secret Society for Quake 3. We're in need of Modelers, mappers, Coders, animators, shader artists, 2d artists, etc. So if you think you an help send an E-mail to... carpetbutt@hotmail.com Now, for some info on the mod.....Its pretty simple, its pretty much Guards vs Ninja. The Ninja are fast weak and quiet, wheras the guards are slow strong and noisy. There will also feature a Dynamic sword battle system. Here's a little somthing from the design doc (that I just finished updating) about the sword system: -Weapon use: "To use any of the swords and the naginata, you take out the weapon you want to use, hold the attack button and move the mouse in desired direction, the weapon will respond to the angle you moved the mouse by rotating it to simulate real sword combat, such as a piece of cloth moves the angle you moved it. Example: I Click the mouse button and hold it down, mean while I move the mouse to the left the sword responds by first moving from it previous vertical angle to a more horizontal angle with the tip of the sword facing the right part of the screen, then it moves to the left simulating a sword swipe. It does this for all sword weapons, and the naginata." there's quite a bit more to this mod (such as various other weapons and items, different walking speeds with varrying noises, and a realistic grappling hook) but i dont think you feel like reading to much in one post, and im sorta tired, E-mail me, or at least drop by the site if you are interested. Email: carpetbutt@hotmail.com Site: http://www.geocities.com/blackbowarmy/Ninjatc.html Edited by - c--b on October 23, 2001 4:07:52 PM
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