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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.

Jeremy Slupinski

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About Jeremy Slupinski

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  1. Well, you were right about it being an opening cutscene, however from here the story gets increasingly less straight forward.[spoiler]the sword actually rips a portal to other dimensions. and you will have to find the device that controls it.[/spoiler]. In my spare time I will be making multiple different story paths. It will take time to make an organized matrix for this.
  2. It is now on google drive at https://docs.google.com/document/d/1bqEna09tDTyjz2f6PF444ImcR6jqVG1i5Z4lgVg4LK4/edit?usp=sharing   I have never used google drive before so if I am doing anything wrong please tell me.
  3. The latter.
  4. With what you have written I have no idea what dangers you will have on your quest and if they are few and far between focusing the most on social and detective skills, I don't think it will be in people's best interests. But if there are some survival issues, it is a good idea.
  5. I dont like the idea of guns being main tools in this game. They seem both hard to find and too easy to use. It throws off the balance of scavenging difficulty and alternative building that are the main strategies that I see in it.
  6. I wrote an intro to a game that can be viewed at https://www.dropbox.com/home. My email is jslupinski@icloud.com and password is stag beetle. enjoy Darkblade and don't be afraid to criticize.
  7. I think you should start with 4 random things from this list;      1 matchbox      1 utility knife      2 days rations of food      10' of rope      1 8x8' tarp      1 flashlight with 3 nights worth of battery life      3 16oz full water bottles all of these things you should be able to make/find throughout the world. If my list is is missing something, feel free to add to it.
  8. This is something I enjoy thinking about very much. The thing I find to be a "flaw" is that all the characters look too humanoid, or have minimal differences to creatures found on earth. My method of race creation is think of all the different physical attributes we have as in dexterity, grip, eating, protection etc. Then I take the ones that are most distinguished by that race's role and think of the best shape tool or way to accomplish that task and apply it to that creature as an actual part of the creature. Another thing that is often in my opinion a problem, is that these races are often just plain superior or inferior to humans. Create a balanced ability range that is simply better at some things than humans and worse at others.
  9. I just found out about this competition last week so sorry for the delay, I wrote an intro to a game that can be viewed at https://www.dropbox.com/home. My email is jslupinski@icloud.com and password is stag beetle enjoy Darkblade and don't be afraid to criticize.