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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 Zvjezdan2012

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  1. Hey everyone. I am thinking of making a game after I graduate Rasmussen College and FIEA called Paladin. This game is an action/adventure RPG similar to Fable and Dragonage (at least, same time era). For school I need to post my 3 game idea functions on a game development website and I need critiques so I can complete my assignment. If you guys can, could you critique my ideas? Thank You all for looking at this and thank you all for reviewing this. My 3 game functions: Left Analogue Stick (PS3 and Xbox360) = Movement (Walk, Jog, Sprint). When you gently move forward/backward/to the left/ to the right, your character will start to walk. When you push the analogue a little farther, your character will start to jog. When you push the analogue as far as it can go (without breaking it of course) your character will initiate the run sequence. As you are running and you have stamina (a yellow bar or white/gray bar will be placed under your health and skill bars), if you press the A button (X on PS3), your character will sprint and the screen will turn a little blurry (except for the direction that your character is headed towards). While sprinting, it will take 2 seconds for your character to get out of Sprint and go back to the run phase. While sprinting, you can also use the roll function mentioned beneath this. Left Bumper (Xbox360) (L1 for PS3) = Dodge/Roll. When your character is running (Left analogue stick is pushed as far as it can go), and you press this button, the character will do a roll in the direction that you are facing and then your character will go back into the running phase. If you push the movement analogue stick in another direction after you roll, the character will get up/recover from the roll and then change direction. If your character is not moving and a common enemy (non-boss) is attacking you, and you press the Left Bumper (L1 for PS3), your character will evade the attack (move left, lean left, lean right, move right, duck, jump over swinging blade, etc.). While running or sprinting, if you press the Left Bumper while something is in front of you (log, enemy on its knees (non-boss), rectangular box, small crate, etc.) your character will be able to either leap over the object or jump over the object as one or both of their hands is placed on the object. Press the BACK Button (SELECT for PS3) = opening up the map. This button opens the entire map of the world onto the screen. If your character is inside of a town and you press the BACK button, then the map will come onto the screen and the town's layout with icons labeling which house is what (i.e. inn, tavern, shop, etc.). From there, a cursor will appear. This will be the object you can move while the map is fully displayed on the screen. When moving this object (Left Analogue Stick), you can press A (X on PS3) for selecting a place you wish to go to. You can select anywhere on the map. You can select a road, grass location, tavern, house, or other town. After selecting the location you wish to travel with the A button (X for PS3), when you back out of the map (either pressing the BACK button or B button (Circle for PS3), a highlighted path/walk way will be displayed in front of your character. This shows the character the path he or she can travel to get to his/her next destination marker/ placed location.