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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 warka

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  1. Unity

    if you want i was looking for a team to do some work on a MOBA and i have already bought a one year subscription for the HeroEngine. It seems very promising for this kind of game if you interested in checking it out let me know and i can show you the little bit i have done.
  2. [quote name='Eiviyn' timestamp='1344566870' post='4967961'] Firstly, 400. Assuming 4 or 5 spells per hero, you're making 80 to 100 heroes. [/quote] I posted in this thread that i revised the number of skills to 100 regular with 50 ultimate skills. Also there are no set characters in this game. Without giving too much info about the game away, when you start this game you will be making your own custom hero based on the skills that are available to you. After the game gets a little farther into production i will post a link to some gameplay footage. Although i do appreciate your input on this issue
  3. one more thing to think of when coming up with skills, try and make them independent of each other, i am not making characters with set skills...this game consists of creating your own custom heroes. so i can use skills that are dependent on other skills and this will require people to pick multiple skills to make one skill worth while getting
  4. ok so just ran some math and found out 400 skills is going to be waaaay over kill here. so the revised skills that i need to come up with is roughly 100 normal skills and 50 ultimate skills. i am currently at about 6 ultimates and 14 normal skills. i will post a full list of the skills after i have completed them but any more suggestions will help me narrow down the gap i have left! thanks again for all who have helped already, Warka
  5. [quote name='Mito' timestamp='1344340032' post='4966982'] [quote name='aattss' timestamp='1344268462' post='4966700'] I don't know what credentials you have, but here are some of my ideas that I didn't get from LoL or whatnot (although some of their skills might be adaptable). Name - Plague Effect - Anything within a radius of X gets the plague buff. It slows by Y% and takes Z damage every 3 seconds. Plague victims spread the plague within a radius of X/3 Type - Not sure. Changes Per Level - XYZ all change Other - Passive. Also, due to its difficult-to-remove nature, Z should be better than most natural heals but shouldn't be as big as other buffs. Also, anyone who removes the bluff is immune to it for a certain amount of time. Name - Soul storage Effect - It leaves an object but reduces many of the users aspects. If the user dies, he respawns at the object with full power but with hp and mp low. Type - Magical Changes Per Level - The negative side effects would decrease and the remaining hp and mp at respawn would increase. Moreover, the object might eventually gain more health and a magical ranged attack (as well as the ability to randomly stun enemies). The power of the object would also increase with increased magical power. Other - Due to possible abuse, make sure that the cooldown isn't too low. And yes, this may have been inspired by Harry Potter. Edit:Btw this is fun, so I may put some more up later. [/quote] I think those two are overpowered, especially the first one, maybe you can make it active and make the caster suffer from 1/2 of the damage, so it can't be abused? [/quote] i am sure all the skills that are made for this game will come out a little OP at first but will have to be tweaked during alpha/beta phases of the game. because one thing i know is what sounds OP on paper is completely different in game. Plus i am taking everything i get on here and doing a little tweaking as i begin to form my list.
  6. Thanks for all the help so far guys! i have been writing all of these down and plan on using most of them in game (might need to tweak them a bit due to the gameplay) which i should of mentioned above, its a 3rd person style game. similar to WoW or any other online mmorpg. spell bar on the bottom of the screen and you move with WASD. there will be a map you can open but you can scroll around the map as you can in LoL or DoTA. so keep that in mind when brainstorming as i cant really do a reveal of characters across the map @Stroppy the theme is pretty much fantasy/medieval. @aattss i am working on creating a site for this project but until the game gets to a more playable state i am focusing on that. but dont worry i will come back here and repost all the development info so you guys can see your skills come to life! thanks again all and keep em coming if you got them!
  7. I am currently working on a MOBA and need to come up with around 400 skills to implement into the game. was hoping to get some ideas from the community! If you would like to contribute please use the format below Name - (What the skill should be called) Effect - (What the skill does) Type - (Physical, Magical, Pure, ect) Changes Per Level - (What changes on the skill each time you level it up) Other - (Any other information about the skill)
  8. [quote name='IADaveMark' timestamp='1340980519' post='4953967'] Considering that:[list] [*]"figuring out the player position" is a world data query, [*]movement to that position is somewhere between a "rotate to face" and a pathfind, and [*]"melee attack them" is an animation change based on proximity (which is also simply world data), [/list] I'm going to say that your requirements list is likely satisfied in any engine. Since you seem a bit new (I might be wrong), you might want to consider simply going with Unity instead like all the cool kids are doing these days (including me for many things). [/quote] I would try Unity but everything i have seen of it just looks too cartoony. i like the real look you get from unreal and cryengine
  9. I have been trying to decide which game engine to use for my new project. I have not used Unreal before for AI and was wondering if anyone with previous experience using it could help me decide. I am working on a zombie style game for a client and need to know if unreal would be good for an open world type zombie game. is the AI out of the box good enough to figure out player position and melee attack them or does it need alot of scripting to achieve this? Any thoughts/suggestions here would be greatly appreciated.
  10. Anyone know how many players UDK supports out of the box? Thinking about working with it but want to know how many players i can support per server the game runs on. is 50-100 players too many?
  11. [quote name='ApochPiQ' timestamp='1340825582' post='4953425'] How many players are you considering to be "massive"? [/quote] I suppose MMO isnt the exact term i want to use, but i am thinking 50-100 people per server
  12. I have been creating map for a while in Cryengine 3 and would like to create a zombie survival mmo using some of my map. so my question is does the cryengine 3 work well with multiplayer? I want to use 3rd party dedicated servers to host my game with a central server to store player data. Will this work?