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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.

fortoware

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  1. Spent some time toying with the idea of a single-weapon single-ammo fps. The tricky stuff is to balance game complexity and interest, so I am bluedrafting trying to figure every aspect from scratch. Video: https://www.youtube.com/watch?v=xoop31lVwOw and Greenlight concept item: http://steamcommunity.com/sharedfiles/filedetails/?id=450755610
  2. 0.0.6 draft released! https://www.youtube.com/watch?v=UqwwOybpAZo Finally some in-depth details on how things are supposed to work
  3. Here we are finally to one of the most relevant powers within hero's blade Hit the enemy for a chance to zombify him Here's the video: http://www.youtube.com/watch?v=GgtievYubA0 Once zombified, the enemy, can be controlled directly in its movement... but from a third person view The WASD keys, once used to move the hero, now are use to make walk your zombie... so the camera-player position will be locked (player need to plan very good well from where cast its attack since he will become EXTREMELY vulnerable once begun) while still can mouse-pan the view as usual [Img] http://i.imgur.com/avbm6QX.jpg [/ img] One last thing to notice is that the WASD motion are now relative to the zombie sight, but since hero and zombie is the same... the player can still orientate the zombie by simply panning the view [Img] http://i.imgur.com/JvyEubF.jpg [/ img] Once "finished" to use your zombie you can "set it aside" as precendemente shown in video  
  4. New video update! http://www.youtube.com/watch?v=GqjDZw_mnuU
  5. INTRO Hello everyone, today I'm gonna show you my new GLORIOUS videogame plan for... uh... a videogame that will never be done indeed. But, hey, it's "glorious" and "planned", so what else do you need? Jokes aside, this sort of blueprint for a videogame it's currently just a "game design" exercise for me. As "wannabe game designer" I need to figure out which are the best ways to build up and keep maintained a good idea for a videogame. So, since for every idea there's such little problem called "reality", I need feedback/critique on several aspect of this videogame draft; I'll start for the very basic stuff SCENARIO (well, not the very urgent matter of interest, but I do suppose there should be any?) In an alternate universe, technology get as much advanced as nowadays, and even more... but with a big twist! computer, circuit, and other electric components are made out of organic fleshes. This is NOT a story about "computer are alive", "cyborg everywhere" or "Hello! I am Skynet". No. Computer are... uh... *not alive* and runs as they are in our mundane universe... they are just made with organic matter inside the plastic box. So, there aren't big factories and stuff like that... just some "seeds" with an exceptionally good DNA program inside. Make it easier to understand: think you buy the seeds for a smartphone (and it's plastic box), you put them in a special "pot" with "food" and after 2~3days your smartphone is ready (there's no "lcd screen" because images are send directly to your eyes within physical touch with your skin (hand)) Now, we come to the story/hero of this setting: he's sort of an hacker... and hacking in this universe require... literally... *nerves* He also got telekinesis power to control a blade/jack which serves him to plug&hack into devices (and some people too). The story is a bit more complicated, ie: setting is on Uranus while Earth/earthlings are a possible antagonist to the (Uranus's native) [hero] MECHANICS The game is FPS, and you got only one weapon/tool which serves different propose (in which, the main ones are attack, defence and hacking). The blade (Biohijack's name) can be thrown, but then you have to recover by yourself: there are no ammo or regeneration of the blade. You have to plan (usually stealth) before use your blade randomly. [hero] arms are unable to hold/carry anything; so the blade will be the only tool. My bad English won't help me to explain this idea any better, this is why I left the good part of project explication to images... http://imgur.com/FhLLiRI and video https://www.youtube.com/watch?v=P9wRKH84qM8 Again, due to my bad English I won't write too much; but I'll try to reply as much better I can to any inquiry/question.  
  6.     Godot, it's opensource and MIT license (basically you can do anything personal/commercial with it... except sell and/or claim ownership of the stuff made by others). The editor within engine works on Windows, Mac and Linux (WML) natively while can export on Android, WML, iOS, html5, blackberry. It's node based and use it's own language (gdscript)   Then arts is made with MyPaint, animation with Pencil2d, graphic design/adjustment with Gimp and other command-line tools (convert, pngquant etc.etc.)   Export to Android required additional software such as Android SDK (of course) and "FOSS Java" OpenJDK (jarsinger to "sign" the apk certificate with login/pass)   Software costs: 0.00 £/$/€ Licenses cost: 0.00 £/$/€   edit: forgot to say: this videogame is 2d, but Godot support seamlessly 3D with the integrated editor (you may want to add Blender to the tool suite)
  7. Yet another update! http://forto.itch.io/slidestomp ... and video of course! http://www.youtube.com/watch?v=Peikssfmd7M
  8. NEW UPDATE - Tutorial and survival mode (plus some fixes)
  9. Slidestomp gameplay with music (by Teknoaxe ) http://t.co/EQq6yRECcH
  10. I've uploaded a very little gameplay with the game main mechanics; there's a bit more in the game.. but I'll update with something more complete in future (just need to improve framerate and stuff)   https://www.youtube.com/watch?v=Tib_UhSRFPM
  11. New update... now with a bit of more challenge and a little "helper" [url=http://forto.altervista.org/index/topic,15.0.html]check it out[/url]
  12. Game is currently most in "conceptual" phase, so it miss the goal and the GameOver... but mechanics should be easy enough to guess. You're supposed to destroy the falling elements before they leave the "gray" area (a plane right over the power globe)... You've to use your finger, but you can't just destroy elements straight away (like Fruit Ninja).. you've to "grab" the power sliding (or stomping) on the power globe.. then drag your "burning finger" over your target. I've drafted many other mechanics, but still don't know if I'll be capable to actually program them... so consider anything from here "mostly not actually doable for me" ... but I'll try anyway (conceptual only, not currently determined for the final product): - Power globe isn't static... tilting your device you can swing it left and right. (actually done, but needs improvment) - the purpose of swing power globe it's to dodge the burned stuff's scraps: because if something hit your globe, it become "deactivated" for about 2~5 seconds in which you're dangerously left un-powered against your enemies - on the ground under the globe embers the source of different powers... so if at left there are ice power embers all you need is to tilt left and slide the globe onto it: once the globe is on [ice power embers] the ice power itself become activated - wood piece are destroyed by fire power while you need ice power to destroy [put fire/hot/lava stuff here]... but some objects need a different combination of power in order to be destroyed... like falling crystal stalactite. Crystal stalactite can be destroyed after many hits with fire OR ice... but if you COMBINE two hits with both fire and ice within short time... you can destroy it in just two shoot! Review and download Slidesomp
  13. SlideStomp Game is currently most in "conceptual" phase, so it miss the goal and the GameOver... but mechanics should be easy enough to guess. You're supposed to destroy the falling elements before they leave the "gray" area (a plane right over the power globe)... You've to use your finger, but you can't just destroy elements straight away (like Fruit Ninja).. you've to "grab" the power sliding (or stomping) on the power globe.. then drag your "burning finger" over your target. I've drafted many other mechanics, but still don't know if I'll be capable to actually program them... so consider anything from here "mostly not actually doable for me" ... but I'll try anyway (conceptual only, not currently determined for the final product): - Power globe isn't static... tilting your device you can swing it left and right. (actually done, but needs improvment) - the purpose of swing power globe it's to dodge the burned stuff's scraps: because if something hit your globe, it become "deactivated" for about 2~5 seconds in which you're dangerously left un-powered against your enemies - on the ground under the globe embers the source of different powers... so if at left there are ice power embers all you need is to tilt left and slide the globe onto it: once the globe is on [ice power embers] the ice power itself become activated - wood piece are destroyed by fire power while you need ice power to destroy [put fire/hot/lava stuff here]... but some objects need a different combination of power in order to be destroyed... like falling crystal stalactite. Crystal stalactite can be destroyed after many hits with fire OR ice... but if you COMBINE two hits with both fire and ice within short time... you can destroy it in just two shoot! Review and download [url=http://forto.altervista.org/index/topic,15.0.html]Slidesomp[/url]
  14. Special surprise, now videgame come with a webcomic! http://triadone.cfw.me/comics/first