• 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

680 Good

About loyallaughter

  • Rank
  1. There's no universal definition for what a game is and you could quote tons of people on this. I'm too lazy to do that. But I can give you 3 points that are important to me:   A game needs at least 1 player. A game needs rules. A game has to be played voluntarily.   Everything else just describes a certain type of game.    Edit: About the player-character: What matters is the experience of the player. and If there's a player there has to be a 'player-character'. But this 'player-character' is usually defined in the rules and thus a rule.
  2. Holidays are over, so progress got slowed down. But I try to get something done every day. During the week I got another area done and minimized the work for copying and creating another one. I also balanced some stuff ... The most important thing I did was changing the values and calculations combat works with. Defendig is not something you do when the enemy charges an attack, but it gradually increases with each defense action and decreases when you don't defend. This should make defending (especially against strong enemies) more important. Status effects will now decrease over time, depending on the characters resistance against the element. There's also some other stuff concerning agility so that effects aren't applied too often. The current plan: I'm going to work on new content (enemies, quests, skills, areas) during the week and new stuff (inventory, dungeons, boss battles) on the weekends.
  3. I added saving/loading and enabled skills for enemies. I don't want to talk about details and show around my code, but I am going to talk a bit about how skills and spells are working. First of all: Skills use Stamina and Dexterity Spells use Magicka (Mana) and Intelligence Spells or skills can use 1 or more different damage types: fire, ice, lightning, water, light, dark, force, poison Each of these types can inflict different status problems, for example fire can burn an enemy, causing him to loose health each round. They can also slow down an enemy or decrease his defense/attack. Besides of that every skill can get a scripted special effect for example draining the enemies mana or adding bonus damage to the next skill. Skills and spells can be aquired by completing quests, increasing stats or randomly after watching enemies using them. But you can not learn all enemy skills. (simply because a bite skill for the player would be stupid) I am also thinking about giving each skill a certain level. The more often you use the skill, the higher its level gets and maybe you can learn some more skills by leveling up others.
  4. Happy new year everyone! I mostly worked on quests. Lots of debugging and tiresome work. There are probably easier ways to do the questbook, but I don't know them. Next thing I want to do is adding save/load, but I have no idea how to do this the easy way (I know a not-so-easy way, so I probably have to save every variable in a txt)
  5. Hey fellow game devs and those who came here for any other reason! This is my journal for the development of Astari, an open world text-adventure. I started working on the game more than a year ago, but stopped at some point. A few months ago I looked at some of my old stuff and wanted to continue working on this. The problem was that I already forgot what half of the classes did and had a whole new idea for managing some things, so I decided to rewrite the game. The purpose of this journal is to keep track of what I've done as well as to keep me motivated. Astari is an open world text adventure in which you can travel the world, finish quests and epic storylines, fight battles and collect treasure and become stronger. The game is coded to be easily expandable, but I am no artist, so don't expect art. I'm also not a very good programmer, so dont expect clever code or anything. But I hope to get better at programming (and writing) with this game. The current state of the game: Right now not even all fundementals are done, but the most important things like traveling and combat are working (though there's nowhere to travel). Quests should be working, but are yet to be tested. There is no balancing, not at all. Expect your spells to do 50 damage or 1 damage, I have no idea. And here is the current idea and todo list: https://docs.google.com/document/d/1uEZknzRyAJYiR0WiLuIa-09EyPatqcRGuGUP_9-slrw I will probably post a new entry every 2 or 3 days, maybe daily. (depends on how much I get done, if it's just debugging I wont post here)
  6. From the album Astari Map

    The starting area in the game Astari.
  7. I was thinking about ways action games, platformers, racing games and many others punish the player for playing "bad"(in terms of skill). One thing they generally have in common is this rule: "If you lose, the game will send you back to the start of the level/this part of the level." While this is of course the easiest way to punish the player, However, I was thinking about other ways to punish the player for this, or maybe to punish him not at all. I came up with a solution for a fighting-based game: whenever the player gets hit, the game becomes a little bit easier, whenever he defeats an enemy, it becomes harder. The punishment of setback would be replaced by shaming the player with his character being hurt, sound effects, music, points and maybe even an alternative ending(though this can backfire). This would also make sure the player will always stay in his Flow Channel, causing less frustration and never-finished games. The bad side is that this only works for fighting games and takes away the risk from losing.   This would certainly be a new approach, but the disadvantages maybe exceed the advantages ...   Are there any other ways for dealing with this problem? Do you have any ideas?
  8. I would suggest that you always take a pen and some paper with you and try to think of something, when you wait for someone or get some other ideas. Or you break the puzzles you already have up and try to find the very basic mechanics, so you can extend what you already have or mix it. Maybe you come up with other ideas then.