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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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IronMancer

A Fistful of Yendors

4 posts in this topic

A Fistful of Yendors is a 3D video game in roguelike genre, that is currently under development.

There will be a many features, that will distinguish this game from other roguelikes. Here is the list of most noticeable ones:

1. Nice 3D graphics. Graphics quality is always was a weak link in that genre. So, it will not anymore!
2. Procedural generation of everything. And by everything, I mean everything: levels structure, NPCs, their characteristics and set of abilities, and even that abilities themselves will be procedurally generated each time you start a new game. Which means really good replayability.
3. Rich crafting system, that will allow you to not only set some characteristics of a product, but lets you make fundamentally new items. For example, if you want a wand, that transforms your enemy into a chicken, and then curses it with a spell, that blinds and burns everyone, who will look on that chicken, you can made such wand! All depends on your imagination and crafting components.

And ofcource, the game will be a hardcore dungeon crawler with many quests, puzzles and adventures. You will swing your sword, throw fireballs, rise dead, lurk in shadows, starve, steal, and make many hard choices.

Target platforms are Windows, Android and iOS.

 

Screenshot:

 

Beholder.png

 

Video about workflow:

 

[media]https://www.youtube.com/watch?v=vIWUGhvXELs[/media]

 

Blog: http://afistfulofyendors.blogspot.com All news about project goes here.

Video blog: https://www.youtube.com/user/AFistfulOfYendors

Contact: IronMancer88@gmail.com

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Given the good quality of the monster in the video and of the textures in the beholder screenshot, given the ugly low-poly shape of the same beholder (suggesting a cheapass graphics engine that cannot draw detailed models), and given the complete absence of game previews, it seems you are starting your work from 3D models, which is completely backwards: taking care of appearance represents an almost negligible amount of work compared to the extremely complex and completely invisible game engine your game concept requires. A video or text capture of a rudimentary 2D text mode version of your game would be vastly more promising.
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suggesting a cheapass graphics engine that cannot draw detailed models

 

No, I use Unity engine. But I targeting mobile platforms. Higher polygon count will result in low fps on that platforms.

 


it seems you are starting your work from 3D models, which is completely backwards: taking care of appearance represents an almost negligible amount of work compared to the extremely complex and completely invisible game engine your game concept requires.

 

I'm trying to write code and make graphics simultaneously.

 


and given the complete absence of game previews

 

Do you mean demo version? It will came soon. In a few weeks.

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With a name like that, I'll be extremely disappointed if I can't roll a character who wears a poncho and chomps a cigar between gritted teeth as he mows down kobolds with a pair of gigantic Colt 45s. You make [i]that[/i] game, and by God you can have [i]all sorts[/i] of my money.

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With a name like that, I'll be extremely disappointed if I can't roll a character who wears a poncho and chomps a cigar between gritted teeth as he mows down kobolds with a pair of gigantic Colt 45s. You make that game, and by God you can have all sorts of my money.

 

Not sure about dual wielding, but everything else will be possible. You will just need to find some cigars, armored poncho, a stetson and a colt in a dungeon.

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