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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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BONETOWN - The Power of Death

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Hi to everyone, I have a game that I've made to present to you: 
An epic fantasy-adventure game where you can explore and do everything you want. Build, craft, search, steal... and fight for your liberty!
The apocalypse has arrived. 
The ancient writings were clear: "the monsters and the dark forces of all kinds and forms will come to Earth to fight our disobedience to the gods. 
We'll be destroyed in a pool of blood, and from that blood we will restart all over again." 
This ancient book, hidden somewhere in this world, also speaks of a salvation, a hero to be precise, that will come through the skies and with a powerful spell will ship the darkness into the oblivion. 
When I heard of this, I realized that I was in some way involved. 
The people believed that I was not a true warrior, but just a little boy. Well, they were wrong. 
When I was a child my parents tried to keep a part of me hidden, perhaps out of fear or maybe just to protect me. 
When I grew up I realized what I had in my hands, or rather what I had inside of me. 
People call it 'the power of death'. 
Sorcerers say that this.. thing.. is the soul of a monster, Agurah, and it's holed up inside me waiting for the day that I will bring her home. 
I don't know if it's a true story or not, but I have to start this journey to discover this mistery and save my people. 
Let's talk about the game...
Bonetown - the Power of Death, will be an adventure you will not forget easily. 
With its gigantic fully explorable world, houses, castles, dungeons, lakes, mountains, snow-covered lands, etc. .. will keep you glued to the screen for hours! 
The game consists of a main story with an original storyline, all decorated with a large number of secondary quests and missions of automatically generated an indefinite number of times. 

What has been done so far?

  • the main storyline is 100% completed 
  • I'm currently working on the secondary missions, making them as good and deep as possible. 
  • infinite missions generator 
  • chests and doors can be picklocked 
  • more than 70 different common objects can be picked up (100 is the goal) 
  • more than 50 different equipment object (like armors, shields, boots, gauntlets, helmets) 
  • 38 blades (included axes, maces, swords, knifes, arches) 
  • more or less 30 books can be read (100 is the goal), half of these books can help the player during the story. 
  • trading system 
  • forge and craft system, with a lot of different materials (like gold, silver, copper, iron, steel, crystals, stones, gems, etc..) 
  • stealing/sneaking and city guards system 
  • 29 different types of enemies 
  • more than 40 different maps (including all the dungeons and the interiors, 200 is the goal) 
  • different magic powers 
  • possibility to have an alliance or just a friend for your adventure 
  • different animals depending on the climate and a lot of different types of food that can be eaten 
  • more than 40 different potions 
  • possibility to switch the camera in first/third person 
  • possibility to take control of the mind of your enemies 
  • possibility to swim 
  • talk with npcs 
  • GUI: radar, inventory, map, pause menu (with missions list, settings, and options) 
  • save/load world 
  • puzzles and unlock mechanisms

What will be added? 

  • possibility to have a pet 
  • mod list to change the looks of the game 
  • possibility to go underwater 
  • more secondary stories about the people 
  • more villages and towns 
  • If you have other ideas please let me know and leave a comment!
If you have other ideas please let me know and leave a comment!
Oh, and if you like it don't forget to support me at:

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