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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.

Speedy_92

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  1. Hey everyone, do you know the Warcraft III Map Warlock? I've always wanted to create a game like this as a standalone.   For the ones who don't know what it is: Warlock is a "kind of 3D" round based game where every player is a caster/magician=warlock. The arena is a platform, surrounded by lava. You watch from a spot above the platform, so it is not a first person. It is more like the view in "Diablo-style-games". Now, the goal is to push everyone else off the platform into the lava, so they lose health. You lose health when using maybe a certain ability, being on the lava and getting hit by an ability. You can buy abilites and items with gold in a shop. You gain gold when being one of the last to die in this round, killing someone or making a lot of damage. So after only one magician is left, the shop appears and you can buy abilites like fireballs/laser/teleport and boots/additional health/etc. You can set the number of rounds, after which the game is over, so a winner is determined. During a round, the stone platform shrinks by time and the lower the health of a warlock, the further it gets pushed by a fireball/laser/bouncing ball/etc.   Why I haven't done it yet? I did, and got frustated after two weeks because I didn't know how to do it. Meanwhile, I've been practicing a lot of programming, tried some engines and created small applications and games. I'm studying computer science and in the next semester I will start Games Engeneering as a second bachelor. I would like to start this project with 2-4 people who are passionate about games, would like to work in a team and have the time to do so. I am looking for at least one graphics designer for models and one developer. It can be open source, I am not looking to getting any money out of this, still that doesn't mean we can't. I want to do this, because I love games. I want to think of this as a learning experience and I think it is fun to make games.     The technical outline: I am familiar with C++ and C# and have immediate to advanced skills in Java. Therefore I want to create this game in Java with the jMonkeyEngine, but if there are any better suggestions, I am willing to consider those. I know, Java does not have the best performance, blabla. But I am working on a Mac, I know a lot work on Linux and some on Windows. Hence, it is alot easier to manage the project. I want to do the code management with git. Plus, this game won't as much power to run as a 3D ego-shooter and even those exist, written in Java.   What do you think? Is this project possible with 3-5 persons? How about the technical outline? Suggestions or recommendations? Interested? Great, just post! Any other things you want to tell me?   Have a nice weekend!