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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.

TylerRed

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  1. [size=4][font=arial,helvetica,sans-serif]Hey all, I just wanted to share a little bit of information about a game that is very very early in its development (so early I don't have any delicious eye candy to share with you). The game's (working) title is Stranded. The way to describe it in a nutshell is a cross between Minecraft and King of Dragon Pass. [b]Premise:[/b] The player and a variety of characters have all crash-landed on a (randomly-generated) uncharted planet. The player will explore the world, gathering resources in an attempt to fend off starvation and dehydration. While exploration and resource management is a feature, I'm not trying to remake Terraria or Minecraft. The real draw of the game is the interaction between the player and the NPCs and the events that transpire thereof. All of the NPCs will be randomly generated, from their appearance to their attitudes. You may have some characters who are very forceful and aggressive and others who are passive and compassionate. The game will present the player with numerous events: Some of these events will be random (a storm swept through and decimated the player's camp) while others are not so random (an NPC has an intense dislike for you and as such threatens to leave your group, taking with him the characters he is close to as well a share of your food). The player will be given always be given a choice of how to respond (perhaps he will try to placate the upset NPC or decide they're better of without him) making each game you play unique and dynamic. The ultimate goal of the game is to survive for as long as it takes and escape the planet by any means necessary. [b]Other Info:[/b] The game will be played from a top-down, 2D perspective. It's a Windows (computer) game being programmed in C# using Microsoft's XNA Framework. I really have no way to say when I'll have something playable released (right now, this is a one man project and I am a full time college student; I'm also a notoriously slow worker). Assuming I have something to release at some point I will release it for free; This is something I do in my free time and is in no way my job. So that's really all I have to say. I just wanted to get my project out there and maybe generate some hype. I'm open to any feedback (although I know I haven't really offered anything too concrete yet). Thanks everyone![/font][/size]