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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 QuickSilverCarpet

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  1. Thanks for the advice Shifty. It's been instrumental in forming my plans. I also appologize for the formatting. For some reason my antiscript software has been breaking the formatting of my posts.
  2. With regards to concept art, that's an excellent idea. I have already started to go out and get some photographs for the eventual graphic designer to photochop up, but they are still few and far between, and I haven't really put in the requisite effort. Recurring Visual Motifs: Clenched Fists Daggers Cards and Poker Chips Illicit Drugs, esp. pills and syringes Wolves Isolation Chess The world as a game Blood Parasites, esp Worms Skulls Blood and Money together Handguns = swords and daggers Longguns = spears and lances Visual Styles Hyper realistic photojournalism Glam goth juxtaposed with unsettling social realism Art for disturbed children Mugshots, line ups, and crimescene photos Still-lives from the homes of the mad, monsters, vigalantes, radicals, wannabe demonhunters, the depraved elite, addicts, and criminals Sterile charts and spreadsheets Foreboding cityscapes Most of this imagery will occur in interface backgrounds as the entirety of the game is in either isometric game grid or in text/chart based interface. As far as level design goes, I envision the game eventually being almost entirely a sand box procedure affair where the city is built around the actions of the populace and the legislative priorities of the city council. Bus routes, sewage precincints, zoning, and road planning will all be handled by seperate ai's that create a city optomized for what ever activity the legislature deems most important. So, level designers may only be necisarry initially, unless there are single player mission. My plan is to first develop the combat prototype and a text adventure that tests the morallity system simulataneously, build and economic sim with morallity system, incorporate group consciousness, legislation, and procedural generation into said economic sim, THEN implement combat. Setting up the conditions for when civilized society breaks into violence organically is going to be one of the toughest challenges. After all this is done, I imagine, supernatural elements will be added to differentiate the PCs from the NPCs, but prior to this point the prototypes should be simple enough that the ai's should have all of the same options as player characters.
  3. http://pobrth.tumblr.com/
  4. Player compete over blood, money, and access to useful mortals. AI lives and breathes in the sandbox and has all of the nonsupernatural methods of manipulation at their hands. Player characters actively seek to degrade their principles because they are an obstacle. They have to split blood between increasing skills and resolving their dissonance. AI completely run the world and the groups are just an extension of their actions that allows them to work together and pretend like they aren't disobeying their own code of conduct.
  5. Groups form around shared goals and principles. Business Groups attempt to carve out a niche in this hostile market, but the cards are always stacked against them unless they resort to illegal means. Religious groups espouse principles, provide charity, and resolve dissonance. Charitable groups provide a means to buy off cognitive dissonance. A group becomes a front when it's actual objective differs from any of the acceptable actual objectives for the group type, but the nominal objective remains acceptable.
  6. All crafting tools are either highly expensive specialized industrial equipment or incredibly inefficient due to the nearly complete monopolization of the means of production. The home life is nearly nonexistant. Nearly all means of the individual being self sufficient without participating in trade are wiped out by ubermonopolistic capitalism. You can make your own products and subsist, partially, but producing goods to sell independently is so inefficient that one cannot be an independent worker. The profit margin and scale of production only exists for the largest corporations, the already wealthy entrepreneur, the black marketeer, or the criminal capable of stealing entire pieces of industrial manufacturing equipment. Monopolies are both horizontal and vertical. Manufactures directly wholesale to their retail outlets. The grocery store is the one exception. Each super-chain store is in itself a member of a retail monopoly that sells EVERYTHING.
  7. An X (9 as of now) dimensional matrix holds all possible intersections of moral dilemmas. When a principle or principles are betrayed because of pragmatic concerns, cognitive dissonance is spread along all relevant matrix cells and the blurred 1 to 1.5 steps. When any cell exceeds a certain set of variables, mental or moral decay occurs. Moral decay results in inverted principles that compel antisocial behavior towards individuals and institutions that espouse opposite principles. Mental decay results in skill restrictions. An economic value is placed on skill use so that moral behavior can be weighed against economic incentives. All skill "rolls" are completely nonrandom, except for who gets shot in gun battles. Character traits are passed on memetically to fully grown random children offspring that periodically pop into existence after graduation or dropping out or further education.
  8. I'm not recruiting right now as I don't have enough of my written outline organized or typed up. Just opening things up for discussion
  9. Vehicular density determines friction and viscosity, and therefore rate of traffic flow. Any vehicle can travel faster or slower than this rate based on legal, principle, and time concerns, but this modifies the overall viscosity of the system to maintain a conservation of traffic flow rate. How is ai path selection based on the streetwise skill with the end of avoiding traffic police and violent crime? How does navigation affect maximum speed and path selection? How, when, where, and why do police pull over vehicles? How does public transportation play into traffic simulation? Can AI path finding be factored with government objectives to chart the most efficient bus routes given a limited budget? Vehicles transport groups that form around the goal of arriving at a destination, including groups of one. Pedestrian and bike traffic is treated similarly, however they can travel over unpaved terrain and form their own crude temporary roads, called paths, which further facilitates traffic.
  10. My experience coding primarily is in Texas Instruments Basic, but I also took 3 years of programing c++/java in highschool years and years ago. I have lots of experience with table top roleplaying games. My primary influences are The Wire, World of Darkness games, diplomacy, and Sim City. Once I get a competant programer to join my team I plan working with them on a combat prototype as well as some sort of moral dilemma adventure prototype, both of which will be made available to the public. I intend to work on the fluff and art assets as well as game mechanics and high level design along with my programer. Most of the graphics and general aesthetic sense will be social commentary and/or photojournalism.
  11. Hi Community! I'm working on an independent game project right now as the sole member of my team. The project, which I am woefully under qualified to tackle, is a new type of economic/guerrilla warfare simulator. It is a city simulator with armed and unarmed conflict from varying factions that arise organically within the city and fight for control of resources and influence on the cities government and businesses. As opposed to playing as a leader of a city of faction with in a city, each player plays as a Vampire attempting to manipulate mortals into pursuing their agenda by changing the incentives and circumstances they live by. You essential try to gain control of the cities economy from the bottom up by manipulating individuals and organizations. The moral alignment system revolves around which principles an individual holds, as opposed to good/evil dichotomies, and serves to regulate ai behavior and poses an obstacle to player characters. Whenever a player or npc makes a decisions that betrays their principles they suffer from cognitive dissonance which, once accumulated to a certain point, results in moral decay (the antisocial inversion of previously held principles) or mental decay (loss of skills). In this sense it is only rational for an ai or player to not be a hypocrite, but this poses many dilemmas when competing for resources with other individuals who do not have the same principles.