• 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
Earl_of_Madness

Game Design Feedback (Realm)

4 posts in this topic

Alright so i want to start diving into game design.  I enjoy programming and playing games of all sorts both video and tabletop games so i am an avid gamer.  I have devised a game concept called Realm.  Though I am new to game programming i am half decent at programming. Overall my design philosophy is that this is a side project for me, i want to make a fun and enjoyable game. 

 

Right now i'm working on a design overview before i begin the first text-based pre-alpha code. The game will include graphics but text based to get the basic methods ready and working. Before I begin working i would like a bit of feedback

 

The game Realm is a Baldur's Gate style of game in essence it is an RPG on computer in the most general sense. The idea of the game is that the player creates a character and will play through a campaign of my design. I play D&D, CoC, and other RPGs so i have had experience in writing stories. Back to design one of the things i want to implement is a well formatted Co-op and Adventure Creator so other people can create their own campaigns for their friends to play with them. Even allow the creation of different worlds.  Far Future, Apocalypse, High fantasy, any setting can be made if enough time and effort is put into it (of course i wouldn't be able to create all libraries however the game would be open to the Mod community and encouraged to make such content).   Above all i want to be different, new and innovative but i also want the game to be enjoyable, fun and easy to pick up for anyone who enjoys genres of games of that sort. 

 

I now have a direction i want to take my game it is going to be a 3D turn based game in mechanics however currently it might use a QTE mechanic to give combat and things of that nature more interest because that is often the problem i find with turn based games is that the games often become button mashers. I want to avoid that.  Because its an RPG i want players to make meaningful decisions and that what they are doing has impact. I think the main campaign adventure that i create to come with the game will be a Fallen High Fantasy Setting basically the setting is that things like elves, magic, and all those things were once in the world but now they have come to pass and the world now contains few if any of its ancient remnants.  I'll have to work more on the story but i think i have  something in mind. 

 

Thank you all so much in advance. 

Edited by Earl_of_Madness
0

Share this post


Link to post
Share on other sites

Since it's a hobby you should go for your strength(unless you feel there is something new out there you wish to learn)

your game sounds more like a game-engine, btw

1

Share this post


Link to post
Share on other sites

That might be the case, i might make my own engine or mod one that is currently out there i don't have a set schedule on what needs to be done.  All i know is that i want the game to be mod friendly and be open to the community for content.  The benefit of course of writing or heavily modding an engine to be my own is that it would be relatively easy to come up with content and keep using the engine to expand on the initial game. Even if the work load is heavier initially. However unlike an engine i would say that it would be less open to script mods and utilization of the Dev Kit like the skyrim dev kit would be ideal.

 

I still don't know if i want the game to be Action vs Turn based and the perspective i want to use. I might make it turn based but make combat a bit more action with the need of keypresses to create combos. Either with your own character or other party members. 

0

Share this post


Link to post
Share on other sites

My recommendations are based on differentiating your game from what else is out there. Unless you see something out there that you can improve upon, I think it's smart to look for gaps in the marketplace and filling them.

 

That being said, everyone seems to be doing action/realtime battles now in crpgs. While a lot of people think this is because it's what the audience wants, I would disagree. I think the audience is just tired of turn-based systems that offer meaningless choices and random battles that are just frustrating and get in the way. Most of the time, these just turn into button-mashers because it winds up being a zero-sum game where the best answer is just to bash "attack" mindlessly. If you can come up with a way to incorporate interesting, meaningful choices (without just becoming a cliche turn-based tactics game ala FF Tactics) there is an audience that will really dig it. This could be really interesting with the opportunity for players to create their own campaigns because it allows them to really play with enemy encounters to create a game play experience rather than just filling it with meaningless, button-mashy random encounters.

 

I also have to say that keypress combos sounds a lot to me like the dreaded QTE. If this is going to be a big part of your game-play (Typing of the Dead, Legaia series, Curse of the Necrodancer), just make sure to be wary of it becoming more irritating than fun.

 

Lastly, I'd suggest considering an engine like Unity or Gamemaker, or even something more simple like LimeJS or Pygame. These are going to make it much easier to start with graphics (which are going to be necessary unless you're aiming for the Roguelike/Angband/Nethack crowd) and allow you to focus on game design rather than engine programming.

 

Either way, it sounds like a fun idea and I look forward to seeing what comes out!

1

Share this post


Link to post
Share on other sites

Hey Thanks for your comment, i think i will go for a turn based style of game and thanks for recomending Unity.  All i'd want the engine for is graphics nothing else. I think i will go more 3D because it is turn  based and there will be a lot more interesting ways to create campaigns in those sorts of situations especially if I include high amounts of detail in the places characters can go.  

 

I will have to find a way to use the QTE to make it interesting and fun rather than boring and annoying. That i think will be the hardest part of design.  a Turn based enviornment also gives me more freedom with a choice and character impact mechanics. 

 

If anyone has any good ideas on how to do QTE mechanics so that they are fun or what they find frustrating about them please let me know and how that mechanic can be used to greater benefit.  thank you for your insights McCheesy

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