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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.

Yikitama

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  1. [quote name='dtg108' timestamp='1351545816' post='4995169'] "The world has gone to hell, run." The character turns around when a zombie pops out, knocking the player to the ground. There will then be a button that pops up on screen, and once pressed, the character will grab the gun and shoot the zombie. [/quote] I think if after the player found the note, there was more of a lull where they're slowly lead into the exposition of the zombie threat, it'd be more interesting and leave a bigger impact on the player.
  2. [center][size=6]{OBSOLETE}[/size][/center] [center]-accidentally posted twice-[/center]
  3. [quote name='lithos' timestamp='1351376458' post='4994560'] Having the players decide between fast areas that render you unable to attack(or use some attacks), and slow areas where you can. [/quote] Oooh, i like that idea, especially if the player is forced to make that kind of decision in a snap, it could add some well-balanced tension to certain moments.
  4. [quote name='epicpunnum' timestamp='1351309473' post='4994335'] Bodies strewn about, sometimes housing an enemy type. [/quote] Only problem is that if the player has no knowledge of when a body has an enemy inside of it, it could easily make them feel like they're being punished for something they can't prevent. This can be done right, but I just wanted to give a word of warning to limit this to a somewhat fair experience. (player being given a chance to escape if they accidentally trigger a confrontation.) Sounds like it'd make me shit my pants though, and it definitely would make me feel uncertain/uneasy whenever I'm around dead bodies. I like it.
  5. Here are a few:[list] [*]Design a stealth game that revolves around staying out of sight and in the shadows. Then 90% through the game introduce an enemy that has a night-vision/X-ray-vision cross ability... ...(I'm looking at you Splinter cell Conviction)... [/list][list] [*]Make a game about team-play, but then add a vehicle that only serves as a good one-on-one counter against [u]that[/u] vehicle in combat, and has no other practical use. (Jets in Battlefield 3) [/list][list] [*]Any competitive (PvP) multiplayer level up system where playing longer guarantees you a stronger character. (Call of duty, Blacklight, Etc.) [/list][list] [*]Make a game about fast paced immersive parkour/platforming, but make various miscellaneous actions slow, tedious, and non-interactive. (Ladders, valves and ledges in Mirrors edge) [/list][list] [*]Create a wonderful and unique art style filled with thought and careful themeing, and then a few months down the line fill the game with random and visually incongruous promotional and self-parodying customization options. (Team Fortress 2) [/list]