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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.

crafte

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  1. Hi, everyone! I want to organize a team of an artist and a game programmer with me as the designer/producer kind of guy I am learning to program and I wanted to try to make a game with some other people. This will be a zero dollar budget game so... VOLUNTEER  I was thinking of a randomly generated game that's a combination of Desktop dungeons and Spelunky with the kind of birds eye view a game like Stardew valley has, also it would have four directional movement. An infinite Cave world where you could mine everything except for invincible stone. The tiles would be 32 x 32. there would be stone, coal, iron, and gold so far. you could smelt iron and gold in a forge(forge made from stone), then somehow extract carbon from coal, and then heat it with iron to make steel. Leftover coal could be used to heat forge. Iron, Gold, and Steel could be used to make Swords and armor pieces. Swords would be based off this design. There would also be some kind of evil mob such as a Goblins, or Golems nothing too fancy about them they would just sort of hit you. Which would bring in a simple health system that would regen slowly, you could have 6 hearts and the mob would take away 2 hearts if they hit you. The enemy would have 6 hearts if you hit them you would deal .5 hearts, gold sword would deal 1, iron would deal 2, and steel 3. If you wore a gold armor piece the enemy would deal 1.5 hearts, with an iron armor piece they would deal 1 heart, and with a steel armor piece they would deal 0.5. I don't want to add in too many features being the producer I need to know when to stop and set a goal. So that is what I have come up with so far if you are interested in being an artist or a programmer leave a reply below and I will message you my skype so we can start communicating via text (mic broke). ALSO CONTROLS: WASD to move about, SPACE to attack in the direction your facing, E to access your inventory, and forge if you are on a tile beside it, last is mining, maybe M? And remember you are volunteering, and there are only two spots (artist, and programmer). I will do the best I can at guiding this project AND... CRAFTE OUT! Leave as much feedback as possible. also leave an app if you would like to volunteer