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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.

Osteel

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  1. Hi everyone! So over the past few months, we have been working on the demo (or prologue) of our tactics RPG: Novus Dawn. We are at he point where we believe our battle engine is nearly completed and would like your help in giving us feedback on what you think about the system, balance and overall concept of it. Before clicking the link at the bottom of this page, please read the following. [quote] All assets shown in the game are owned by the development team, except that of the character sprites which have been borrowed from Disgea and are being used for [b]testing[/b] purposes only. All other assets are placeholders while our pixel artist continues working on the artwork that will be used in the final product.[/quote] [b]Quick Tutorial[/b] Although we are working on a traditional tactical RPG, we are still trying to add some interesting features to the genre. The first is a combo system that allows characters to utilize a shared skill to deal some sort of attack to a unit. This requires various positioning and allies to accomplish. Currently, we only have one combo skill available in the engine for testing, and it is the [i]Flurry-PutDown[/i] skill. This skill requires Carla and Gabriel to be flanking an enemy unit. A movement tile will be [i]green[/i] if the unit is moving into positioning that allows them to execute a combo. Secondly, we are removing the traditional MP system. Instead, at the start of each turn, the unit gains 1MP with a chance of receiving an additional MP at the start of their turn or when they deal the final blow to an enemy unit. When using a skill, the player will have the choice to allocate MP to that skill and the amount will determine the bonus of the skill. In the future, we will have passive skills that require a certain amount of MP to have the effect occur on the unit. That is all, please use the link below to test the game engine! If you want to post on our forums, the link is [url="http://www.devworld.ca/forum"]here.[/url] [url="http://www.devworld.ca/game"]Novus Dawn Prologue - Test Battle[/url]