• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

122 Neutral

About Leziath

  • Rank
  1. My immediate thoughts on how I would implement this:   1. In addition to your current ideas, I would have disputes to resolve, like a couple of farmers arguing over land, with several options to choose from. 2. Your choices would add up to influence how you are viewed, and positively or negatively affect morale. Constantly siding with the landlord against the tenant, for example, would have a different long term effect than constantly siding with the tenant, which would probably negatively affect your economy but positively affect citizen morale. 3. Have between 1 and, say, 4 audiences per audience event (randomly determined). For example, 1 diplomatic action and 2 disputes to resolve.
  2. Not to my knowledge. There was a brilliant game called cutthroats that had no quest, and just involved you commanding a crew of pirates, attacking ships, villages, Towns etc. the only end to the game was when you had sufficient cash to share out among yourself and your crew, and you could capture ships, pressgang the crew, etc, trade cargo etc. my brother designed the cover art. It was a good game. But you didn't become famous for anything other than piracy, and your crew couldn't become famous, either.
  3. I'm typing on my phone, so forgive the brief reply, please. Type 4: Find. As in, locate this item or place. May involve talking to NPCs, which could, potentially, be described as a separate category, but probably not.
  4. I don't know if this is still of use, (Registered specifically to reply several days ago, but there was a problem with my account) but if your monsters are shadows, having them blend in perfectly with innocuous shadows cast by objects in the room would be ideal - allowing convoluted routes around some of them more so, causing the player to weigh up risking injury/death in the dark or going to extremes to stay in the light - much like the character would be doing. Alternatively or additionally, adding some more monsters in, identical to the regular ones, that behave in exactly the same way but cause no damage or other effects to the player, thus simulating a 'jumping' at shadows feeling. Oh yeah, maybe provide a few very well lit points in which the player is safe and enemies can't enter, just in the middle of a room, directly under a light or something. Even if there aren't any visible enemies, it still means that players might hesitate, and then that means that they have to force themselves out into the darkness again. Personally, I dislike the idea of relying on controversial or disturbing topics to disturb the player, at least relying on these things specifically or too much. Admittedly, when it's well done it really IS well done, but there's nothing quite like having elements of gameplay, or the player themselves, causing the unsettlement. (Is that a word?) Anyway, I had other ideas, I think, but it's four in the morning and time for bed, but I just remembered that I never posted. Hope it helps in some way. Leziath.