• 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.


  • Content count

  • Joined

  • Last visited

Community Reputation

375 Neutral

About Lailokken

  • Rank

Personal Information

  • Location
  1.   "planetary defenses"   =   Galactic Operations "militia"                      =   Civilian Task Force "imperial infantry"       =   Terrestrial Defender "storm troopers"         =   Celestial Enforcer 
  2. A MUD I used to play had a system in place in which the player would seek 'favors' (complete quests) with their God. So long as the player had favors they could be resurrected by a Cleric. If they had none then the player would experience perma-death, unless a Cleric was willing to sacrifice one of their own favors to save them.   I know you said no magic, but you might be able to convert this style of revive to work with your game.
  3. Congrats to the winners.. well done!   And did we actually find out if Stormynature is doing okay? How about giving us a little update on his condition so we know he's okay.
  4. Some of the things I have experienced while playing games that have given me that 'panicked' feeling that you're talking about, are:   -penalty to load/re-load time (while enemy is not) -penalty to ranged/melee attack time (while enemy is not) -inability to retreat while enemy is attacking and/or advancing (movement penalty due to burden or injury) -perma-death (need to roll up a new character if yours dies)   I agree with what some of the other posters have said though. I think you have the potential makings for a great game, but it's going to depend on the type of players you have. It might be a bit too in-depth for casuals, but hardcore and pvp'ers would probably eat it up.
  5. It sounds like you're wanting to do something like Shadowbane (here's another link for more info: Morloch Wiki)   That game allowed players to build kingdoms, and was an open pvp world (you could even pk your own guild members). Aside from Star Wars: Galaxies, it was the only game at that time (I believe) that had dynamic content.   Shadowbane was a kingdom vs kingdom game. A tree of life was needed to build your kingdom. It allowed players to build walls (individual sections, you could actually design the layout); create guards to patrol (you assigned them the patrol path); forges, churches, barracks, siege tents, that you staffed with blacksmiths, merchants, trainers, etc. Players could upgrade their kingdom to level 7 I'm pretty sure.   The game allowed players to attack other kingdoms. This was known as a 'Bane'. To Bane another kingdom the attacker must place a 'Bane Stone' outside the defender's city. The bane stone must be at least the same level as the defending city. Once the bane stone was placed it gave the defender 24 hours (real life time) to set a time for the bane. No attacks on the city could happen until the bane began.   Once the bane began both forces could use all their armies and weaponry; including trebuchets, ballistas, and catapults. To be a successful bane the attackers would have to capture the defender's tree of life. There were other options too, I believe. Like maybe the defending king could surrender.. and there may have been an option to destroy the tree of life so a new one (that the attacker's owned) could be planted.   And to whoever mentioned it in an earlier post.. yes.. it was very harsh sometimes. Having your kingdom razed, after spending months and months developing it, was not always a ton of fun. I list that game as one of my favorites of all time though. If you make one like it I suspect you'll have a lot of players. PvP isn't for everyone.. but the folks who get into it.. really get into it.   Good luck with the game.
  6. Really great. Thank you kindly for taking the time to share.
  7. A good Accountant can probably explain the pros/cons of each type structure. If you have one you should speak with them. Might not be a bad idea to speak with an Attorney too.. just so you'll understand the responsibilities and liabilities of each.   Good luck with your project.
  8. Well... I gave it a shot. Please don't be too brutal.. lol   http://www.gamedev.net/topic/641684-wcu-the-molten-core/
  9. EDIT: Sorry for not making it clear to begin with.. this is my submission for the 'Writing Challenge'- "Underground". Thank you for pointing it out, sunandshadow.   The Molten Core   Lamenting filled the air as Lailokken regained consciousness. He was at first shocked, and then mildly amused when he realized it was his own. The weakened Orc gazed up at the rim of the volcano mouth and assessed the distance he had fallen. About half way down he surmised, judging by the frayed rope that dangled in the air above. Flat on his back and writhing in agony, a mischievous laugh escaped his lips as he stretched his arms above his head and softly cheered, "For the Horde!"   Pushing himself past the pain that racked his body, Lailokken raised himself up onto his elbows and began to survey the cavernous room that surrounded him. Errant bits of molten volcanic ash swirled, glowing and dancing on the heated air like a pile of autumn leaves that had been tossed to a contrary wind. For a moment Lailokken watched; mesmerized with that of a child's fascination. Startled as the ground suddenly began to rumble, his hands instinctively reached out and searched the air in vain for something to latch on to. Violent tremors quickly accompanied the loud rumbling beneath Lailokken, and shook his thoughts back into focus. It was time now to get up and get on with his mission, as the advanced scout for his guild's leader; Cabalthul.   Gathering his strength Lailokken pushed himself from the dirt, regained his feet, and brushed the dust from his obsidian leathers. A quick inventory revealed he still had his bow and double-headed axe. As he glanced around the cave Lailokken saw all the lava tube tunnels that Cabalthul had spoken of. They surrounded the room; some openings larger than others, but none offered any obvious clues as to which tunnel emptied out into hostile territory. If only Lailokken could find the correct one and report back to his guild. Then they would be able to infiltrate their adversary's stronghold, kill their leader, and prove their superiority over the Alliance.   Loud rumbling and violent tremors shook the ground once again. For the first time Lailokken noticed the lava that was beginning to seep into the main expanse of this elaborate lava tube tunnel system. Deep rocky depressions in the ground; previously empty, had now become molten lava pools. For a moment he was panic stricken at the thought of being trapped and consumed by the lava, but quickly recovered and focused on the task at hand.   A blinding ball of fire singed his cheek, then continued on to explode against the wall behind him. Lailokken quickly turned toward the direction it had come from, ducking immediately as another ball of flame shattered the silent air as it sizzled past his head.   "Fire Elementals!", his words more a curse than a statement of fact. With one fluid motion the skillful Orc removed his double-headed battle axe from its harness and sent it spinning into the first elemental. Enraged by the death of its mate, the second elemental began to charge. Lailokken reached into his quiver as he slung his forester's longbow off his shoulder. The fiery beast was swiftly put down as the experienced marksman's arrows easily found their target.      Lailokken laughed boisterously as he retrieved his axe and arrows, then returned to his quest of finding the proper tunnel. Quickly he moved from opening to opening; stopping briefly at each to sniff the air before moving on to test the next. Convinced he had finally found the tunnel that smelled most like humans, he brushed aside a spidersilk cobweb that covered its entrance, and stepped inside.   The tunnel walls were warm to the touch, but not nearly as hot as the heat from the ground that was spreading through the leathery soles of Lailokken's feet. And even if he had not had the ability to see well in the darkness, the glow of the lava that radiated from between the cracks in the ground would have provided more than enough light to navigate by.   Lailokken took one last glance behind him and peered into the large cavern. Abstract curtain walls that had been formed previously by cooling lava flows, did little now to protect a makeshift path that led back to the center of the main chamber. Lava from the molten core was rising and spilling into every crevasse. Lailokken hesitated for a moment; wondering if he would make it out alive. The determined Orc turned and rushed down the tunnel.. it was now a race against time.
  10. Perhaps you could implement a Guild Leader for each type of magic, with each Guild Leader having their own requirements to learn new spells. The requirements could range from quests for items/information, to enlisting the aid of other magic users to help perform rituals.   Is this a skill based game where players must reach a certain level with each skill before they can advance? If so, stats (and I assume you mean things such as strength, wisdom, etc) might play a huge role in raising individual skills. Also, if PvP is an aspect of your game, stats could be a big asset in determining winner/loser.
  11. From the album MÍDDEN MÂÂR

    This is a world map for the game "Riders of the Abyss" that I've been designing for several years.
  12. Heya,   I think it's probably okay for you to post here --> http://www.gamedev.net/forum/6-your-announcements/   And you can always create journal entries to keep people informed about your progress.
  13.   I think that Khaiy makes a good point here. It depends on how you implement your combat system.   I've played a MUD that had one of the best combat systems I've ever used. You could target every body part.. right eye.. left eye.. neck.. right leg.. etc. In that game though.. there were only piercing, slicing, and crushing weapons.. no firearms. Each class of weapon was a specific skill.. e.g. Light-edged weapon skill, Two-handed edged weapons skill, Large blunt skill, etc. Each weapon also had inherent attributes.. piercing/slicing/blunt damage.. as well as material type.. stone/wood/metal/etc. So one cutlass may be far superior to another cutlass, even though they are both 'medium-edged' weapons.   In addition, each player had stats, such as strength, agility, reflex, stamina.. etc. These stats, together with their level of weapon skill with the weapon they were wielding.. combined with the attributes of the weapon itself.. determined how proficient they would be with that particular weapon. All that was then compared against those of the npc/pc they were facing in battle, to determine outcome.   I think your system, getting as detailed as to factor in nerve damage, sounds great. The entire combat system needs to be in sync though. Defense needs to be relative to offense. e.g. What does it matter if a player can lose 'drops' of blood, when with the first attack they suffer, the top half of their body is removed?   I'd like to hear more about defense. What abilities are in place to help players avoid damage? Are there armors.. shields.. etc? Do all players have the same amount of health points? You say the damage from the high caliber rounds is quite brutal.. what are the defensive capabilities of a player to avoid taking so much damage? As long as the combat system is balanced, offense/defense, I think the level of detail you're working on is fantastic. 
  14. You could perhaps set it up as a festival, or bazaar. There could be an admittance fee, but none specifically for any one particular shop.   You could however, have shops/merchants who cater to specific classes, or those who have certain skills or are a certain level. The black market idea that Imbarns mentioned would be cool too. It's always great when shop owners will buy, as well as sell.
  15.   I didn't realize he meant Interactive Fiction. ADRIFT is a really good system for creating IF. http://www.adrift.co/cgi/adrift.cgi There is a GUI to make your game, so the user really doesn't need to know how to program. There are other options available to you if you do know how, but I don't believe it's mandatory. You can learn more about it here http://en.wikipedia.org/wiki/ADRIFT