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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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About KenjiSenpai

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  1. Thankyou for sharing will look into all of them.
  2. To me the core of the experience is that 1. You have no progression outside of a single game (meaning youre not objectively stronger on your 100th Game than your first) 2. RTS Camera view (Rotation, zoom in/out, and tilting camera may be permited) 3. Combat mechanics Are basicaly Auto-attacks + Abilities (number of abilites may vary) 4. You're in a restricted environment (Basicaly a map and not an open world.) Type of objectives, map layout, level progression inside the game, item buying, farming gold and all that stuff are all stuff that can be removed or modified.
  3. I favorited a @YouTube video http://t.co/gxXrL6vk Yngwie Malmsteen - Fender Nylon String Stratocaster
  4. I'm not sure I like the criteria you put to define a skiil. I think instead you should go with a more technical grid and try to make all possible combination 1. Targeting type ( (Delayed) Line Skillshot, Targetted Ability, Delayed Aoe Skillshot, AoE Around Player, Closest Enemy or Ally Target, Cone Skill Shot, Self Cast) 2. Dammage or not ( Yes or No) 3. Dammage Type (if Yes) (Magical, Physical, Direct, %HP, Mana Burn. 4. Buff Type (Heal, Speed Buff, Attack or Magic Buff, Armor or Magic Resist Buff, Mana ''heal'') 5. Debuff ( Same as buff but inverted) 6. Crowd Control (Stun, Slow, Snare, Push, Pull, Exotic target moving, Fear, Silence, Charm, Taunt) 7. Special Effects (Gap Closer, Invisibility, Stacks, etc...) I think you will achieve alot of skills very fast with that. Yes they will be sort of generic but you still have the posibility to make Thousands of Skills with that and they can be relatively original. Anyway you will always need to keep a sense of familiarity so that people can learn your champions fast enought.
  5. If you want to strip off everything thats un necessary its not even necessary to keep the nexus destroying objective and the lanes. you can do a MOBA thats all about death match with no minions and no structures
  6. I favorited a @YouTube video http://t.co/jTiBRjJF Samurai - Miyamoto Musashi Documentary (Mark Dacascos)
  7. First of all i see this as a presentation document and not a design document. Theres no information on how the core mechanics work and how the game systems work you might want to work on that (In fact not might. You want.) Second since this is seems like a presentation document tons of stuff are missing like Target Audience, why this idea is market-able/profitable the costs and the human ressources required.
  8. [quote name='DiegoFloor' timestamp='1345265281' post='4970729'] How about writing something using that [font=georgia,serif]1337 [/font]way of writing? elite tester = [font=georgia,serif]1337 735732 = 1337 T35T3R = ... [/font] Analyzer = (that's a tough one) [font=georgia,serif][font=arial,helvetica,sans-serif]I don't like it but I'm sharing anyway lol[/font][/font] [/quote] you misunderstood how 1337 means leet 7 is not t, 7 is L rotated pi Rad in any direction. and 1 is the t because you can sometimes write 1 with a horizontal line on the bottom and rotated pi Rad it makes a T
  9. Experience in the game inudstry is over-rated and an excuse for the old guys to not hire newblood and just bring in their friends.
  10. Help make it happen for Starship Corporation on @indiegogo http://t.co/bvqJuMPg
  11. I favorited a @YouTube video http://t.co/YoMuupYr Neil DeGrasse Tyson - Keynote Speech - 28th National Space
  12. [quote name='Orymus3' timestamp='1342372671' post='4959304'] So basically, there is no exploration on the main path? That sounds restrictive. I think the player explores the game whenever they're not fighting (in fact once could argue they even explore the battle system everytime they're shown new enemies). [/quote] I would argue that there is no or almost no exploration in main paths for most games. One reason being if you are told to go at a certain place you are aware of where you go and you have a goal. This ''mission'' is what is on your mind and not exploration. I would'nt call going from point A to objective B exploration because you are looking for something specific. When you're exploring you're consciously deciding to go in a direction rather than a place your mind is not focused on any objective but finding on something new that you are not aware it exists or are unsure of what lies somewhere. As for combat, if you want to have a equivalence of exploration you need to remove redundancy from the combat system as much as possible. In fact the only games I know who give a sense of exploration or discovery in combat would be Demon's Souls and Dark Souls. The reason being that when you discover a new enemy you don't know AT ALL how this enemy will attack you and you cant read his moves therefore you have to ''explore'' his behavior to discover how to kill him.
  13. put cursor over item in inventory put description and stats in the upper space.
  14. J'ai ajouté une vidéo @YouTube à mes favoris. http://t.co/bQCzrO4i Victor Wooten: Groove Workshop - an Introd
  15. Gotta say. I disagree with your team. Allowing direct dammage ruins the concept. As for corridors and such the simple answer is why does this ''HAVE'' to happen? build levels according the the gameplay and you won't have this kind of problem. Also melee weapons would be cool. As for the levels putting edges you can fall off would be cool too but you have to make the Ranged weapons projectile have a dodgeable speed. Personally i see this game being better if you can jump as high as in halo 2 and if its third person lol. Good luck.