• 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.

naranja

Members
  • Content count

    4
  • Joined

  • Last visited

Community Reputation

100 Neutral

About naranja

  • Rank
    Newbie
  1. I am interested in telling stories, and have always thought of video games as a great medium for conveying them. I have a great many ideas and stories - folders full in fact, however I'll just list one here just to see what people think; Title: None currently, although the name I use to refer to this idea is Veriplasm (explained below) Setting: Set on an Earth-like planet; futuristic; the time and date, nor positioning of the planet is not important Characters: Name: ----Jaran Gender: --male Age: -----mid-20s Species: -humanoid race (the equivalent to humans on this planet, basically the same as humans except perhaps a bit more colourful in appearance, i.e. coloured hair, different skintones etc) Desc.: ---bright yellow hair, long. Tied back in a pony tail. Long dark purple/black jacket. Wears dark green shades/goggles (in order to see the Veriplasm) Carries to pistol-sized guns, concealed under jacket. Name: ----Chagran Gender: --male Age: -----thirties Species: -humanoid race, different to Jaran - resembles a Rastafarian except the 'dreadlocks' are actually tentacle-like appendages sprouting from his head) Desc.: Speaks with a rich accent, from the south of Jaran's planet. Has been friends with Jaran for many years now and only wishes to help him out after finding out he's being brutally hunted by the police. Locations: Taerell - A sort of futuristic Wild West, but as if all the futuristic technology has kind of broken down. There's flying carriages but they trail black smoke across the sky. Buildings are made from corrugated metal and repaired with wood. Many of the settlements are ramshackled, perched on the edge of desert canyons. Vast railway bridges rusting away. Many bandits and pirate gangs flourish in this area. Where all those who can't afford life in Amaraz live, on the outskirts. Amaraz - A bustling city full of technology and life; the complete opposite of Taerell. Think of it like Las Vegas - vibrant city, and then there's desert, except its more like Toyko; neon lights and jutting skycrapers. Hovering cars are everywhere. Basic Premise: Jaran is on the run from the police after getting involved with some unsavoury characters in the criminal underworld. After a week of hiding about in the back-alleys of Amaraz city the police finally track him down and he's about to be arrested when his friend, Chagran, manages to contact him and dictate an escape route to him and he makes his way across the border in the desert province of Taerell. From then on, he is somewhat safe from the police, as they have no jurisdiction there, but Taerell is home to scum and lowlives, bandits and pirates and so 'safe' is probably not the best word to use. After a few close encounters Jaran finally meets up with Chagran and it is revealed why the police and in fact the government are after him - because he discovered the existence of Veriplasm. Veriplasm: Veriplasm is a diaphonous substance meaning it is almost completly transparent, allowing just enough light to reflect off it in order to be seen, albeit very vaguely. Wearing a pair of Zarium Visors (as Jaran does) allows for it to be seen much more clearly. Veriplasm was unintentionally created by Caliara Corp. a large corporation that deals with the mining on the heavily industrialised planet of Aemos. The highly corrupt officials of Caliara had been mining for the potentially volatile explosive agent, Disinium which they would later manufacture into the Disinio-Fusion bomb; one of, if not the most destructive force in the galaxy, and sell on to the highest bidder. However, upon finding the substance, during an experiment a disaster occurred destroying the facility on Aemos, causing one of the biggest man-made disasters this century. The by-product of this explosion was Veriplasm. Veriplasm is strange in that it can assume the molecular structure of anything it, or the user, has already come into contact with; recreating it exactly, right down to the smallest microchip. This is called 'molecular knowledge' and this allows it to grow. It can only be damaged by complete disintegration, rendering it completly inoperable. Jaran heard about the wreckage left from the disaster wrought by Caliara and travelled to Aemos to see what he could find. He took some of the Veriplasm, wondering what it was, and since the government on his home planet have learned of its powers and want to ensure that they retrieve it, even if it means killing Jaran in the process. Possibilities: (I realise some of this is to do with gameplay, but I thought it was worth a quick mention, sorry) This is a pretty basic storyline I know, but the main feature is the Veriplasm, this would basically allow for the player to construct objects/vehicles using previous experiences in the game to help him get out of sticky situations. i.e conjure up a motorcycle to escape from a pursuer, or create a passkey to get through a locked door. Along with the theme of being constantly under threat of being hunted by the government, and the cutt-throat attitude of the inhabitants in Taerell this could make for a great adventure.