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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 Krisars

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  1. Yeah, I was a bit vague about Shadow Ranger, sorry about that. Shadow Rangers are pretty much your typical elite human super-soldiers equipped with advanced cybernetics.   Lauded was the wrong word, perhaps. English isn't really my first language.   And about the world. Keep in mind that it's not fully built-out yet. For a while, I've been thinking about putting fantasy elements in the sci-fi edge. You know, mix the mysterious and mythical elements of fantasy with the hard-hitting edge of sci-fi. I've been wanting to make the world being begged to explore, to make the players explore and adventure through different kinds of planets. Also, while I've been playing Dark Souls, I've pondered about the way the game itself presents the lore. It doesn't explicitly tell you as you have to search it on your own and bring pieces together to understand the whole lore itself. It's not flawless, but it's damn good lore. And I thought of doing something like that with Shadow.         Well, first off, and I don't mean to be offensive, is I want to have some difference with the players playing Male Walker or Female Walker. I don't want to give the impression that Female Walker is just Male Walker with tits. And I'll talk about the Derectus. I like to think of it as similar to Tiberium from Command and Conquer. The intention with the Derectus is to keep it's role ambigious until the player finds out about it in an implicit way. Hopefully, well thought-out of course. Derectus sounds kinda stupid. I feel I should name it something else. Maybe ''Shadow'' or something.   Anyway, I'm very much appreciate your feedbacks. Right now, my mind is playing around with building the lore, writing the plot rundown and continuing on the prequel story series of my setting (That's right, and I've finished with the first one. Second one still has way to go.). I'll keep this thread updated whenever I make progress.   P.S: Sorry for the late post. I've been busy with real life.
  2. Bump from the void! Sorry for that though, been a month with no feedback yet =(
  3. Yeah, you got a point. But the thing is, I don't wanna give the audience an impression that it's color is samey grey and brown that plagues modern gaming. I mean, it's dystopian, sure. But I like to have the viewers to imagine a dystopian world but with some optimistic point of view there and there. But in the end, it will be the player who put the fate of it. Whether bleak or bright future   In my position, it was to give myself a full understanding and planning ahead for the plot of my concept. As of now, I've been writing a plot rundown to develop my concept further and use it as a baseline for the eventual script.   Anyway, I'm grateful for your feedback.
  4. Ah, that explains it. Still, I'd like to have some opinions from the people on this site regarding what I wrote.
  5. Okay, I know I'm not supposed to bump or anything, but did anyone really read it.... like at all? It's only about 4 pages.
  6. This is just a narrative summary to give an indication of what my game concept's story and setting will be about in case I ever intend to develop it.   [url]https://docs.google.com/document/d/1QUe8vX3hqHgNuOJ9JZgw0PBPrh8jwVlCcAMPu8ZSpL8/edit[/url]   I'm not a perfect writer, so feedback would be welcome. I personally prefer negative feedback not be too vitriolic. :P