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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.

Rendered World

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  1. Hello GamDev-ers!   I am here to present to you an upcoming pre-alpha game: Beyond Equilibrium!     Beyond Equilibrium is a first-person psychological horror game currently being developed by Revelations Studios. Beyond Equilibrium is a story-driven game set on a space-ship hurling through space, where all that can go wrong, goes wrong.     Follow the carefully-placed footsteps of Spera Sanza, a passenger on the space-ship, as she tumbles and sneaks her way past droids, obstacles, and other unknown dangers in a hostile, churning environment filled with noxious gas, debris, and monsters of a... cannibalistic nature.     Survival is the name of the game; complete objectives however you like. Sneak past enemies completely undetected; use items and gadgets to distract foes; lure enemies to fight with rival factions so you can escape; assassinate those in your way silently; or simply run in guns a' blazing, if you think you can handle it. The choice is yours, however you decide to carry out the mission.     If you're at all interested in this project, please follow our Facebook page here, our active Twitter page here, and/or catch weekly developer's blogs on our website: http://nstavish2014.wix.com/revelations-studios. If you have any questions or comments about the game's progress, please shoot us an email at: nstavish.2014@gmail.com.     Help us and support our project! Thanks!     ~ Jacob Giambalvo, PR Manager, Revelations Studios
  2. Hello everyone!   While we have not updated for a while, we're still working hard to bring you quality work!   Today, we want to bring your attention to some possible game play mechanics for Dungeons of Daggerhelm. The first on our list is knockback. Our version of knockback, is pushing enemies backward in the direction of the hit, stunning them from all actions for a few moments. It's hard to see in an image. Hopefully there will be a video accompanying this game play aspect!     Next up, NPC textboxes! (This we CAN show with an image!)     All you need to do is simply hit E when you are close to one of the NPCs (currently just our vendor, Holly) and you can talk to them! Nifty, huh?   Next up, the first boss! Our sprite designer just finished the concept art (previously had been left unfinished). Here is what he looked like before:     And now, after:     Mostly just the face has been changed, but that's mainly the important part! Please let us know how he looks. We don't want to make a mistake and draw something you guys don't find intimidating! Our music composer has started working on the boss music, and it is BAD ASS!    Additionally, we are working on switchable classes! HOORAY! You don't need to be playing just the ranger anymore! Currently, the prototype lets us swap out with the Paladin from the Ranger, and then back to the Ranger again. With some time, we're going to unveil our master plan for swapping out classes, and making a cool way for players to do so once they start the game. Our original intent was not to have players start the game as a Ranger.   Play the prototype! - http://www.indiedb.com/games/dungeons-of-daggerhelm/downloads/dungeons-of-daggerhelm-prototype   Thanks for keeping up!
  3. Hello everyone!   We're here with a new graphic update on the Paladin animation!   Check it out:
  4. Hello everyone!   First off, the prototype game of Dungeons of Daggerhelm went far better than we anticipated. 18 downloads in three days! Wow! We're excited that the game got some exposure because of this. The only issue is that the prototype returned a lot of bugs and problems that made the game incredibly hard to play. We're going to list them now and perhaps you might agree with some of them:   Enemies shoot too fast! We know, we know. Unfortunately for the first players who downloaded the game, an issue arose where the enemies had the same fire rate as the player. This issue was a known factor in the game but we did not fully determine whether it would be difficult for players to successfully kill the enemies. What did we do about it? In the code, we nerfed enemy fire rate to around once every 2 seconds, instead of 4 times every second (ish). We also buffed the enemy's range so that they will shoot from farther away, making them more difficult to target. The player's fire rate was also buffed slightly. A give and take of difficulty.   I killed an NPC by accident! -sadface- This was a bug we didn't exactly catch until a tester noted that "while I was clicking on Holly the potion vendor to talk to her, she died." This was something that was hidden in the code somewhere, and we eventually rooted it out. What did we do about it? Instead of making NPCs... well... not die, we instead increased their health by 1000% to around 1000 life. They take more hits to kill, so don't fool around anymore, people!   I reached a blue ocean-thing and now I'm lost. This was a known issue. The map did not cut players off from viewing what we call "void tiles" which are non-graphic tiles of a specific color that make up the rest of the map you can't see.... well, aren't supposed to see. What did we do about it? We hand-drew walls around the entire map that the player should be able to access, and determined bounds for where the player could walk. This contains both the player and the enemies so they don't go wandering off in the unrendered wilderness.   I hate waiting for this textbox to end. I want to play the game! Well, we couldn't outright remove the textbox, but the speed at which the text scrolls was, indeed, a minor problem. We just wanted you players to get the necessary info, y'know? What did we do about it? Fortunately, our programmer included a method that increases the scroll speed of the text, so if you're reading it for the second time, it goes by about 3x as fast now.   This map is monotonous. There's nothing to see! This "issue" was known the whole time. Yes, the map looks dull with just walls and grass and rocks. What did we do about it? The sprite designer fixed the flower tiles we had before, and made them look like a part of the level. Now the map sports some nice flora everywhere! There's even a grove of flowers near the bottom-right of the map!   All of the changes we've made are in the new prototype file located in the same place you found the first one. just re-download it for the newest update, fixing 99% of these issues.   http://www.indiedb.com/games/dungeons-of-daggerhelm/downloads/dungeons-of-daggerhelm-prototype  
  5. Hello everyone!   We're back with an important update: the Dungeons of Daggerhelm prototype is HERE!   Here you go! The prototype download for Dungeons of Daggerhelm! Here's what you need to know to get started: 1. The file is small, so the .jar can just fit right on your desktop after download. 2. Double click the desktop icon, and hit "Play". 3. You're in! Before you can get started, there are a few things we'd like you to know: 1. Most of what you see in-game is subject to change. 2. If you see any game-breaking bugs, such as crashes or animation bugs, please notify us immediately. 3. Some features of the game have not been added yet: there is no prototype boss (-major sadface-), the spawn map bounds are not set, so do not wander off too far (the stones in the environment should be an indicator; if they disappear, turn around and walk the other way), and Holly the potion vendor has nothing to say right now (her dog ate her script). That's all! Please enjoy!
  6. Helloeveryone!   We're busy churning out important updates! Here are some we've been working on lately:   - Non-random persistent first map area - Text box for NPC interaction and lore - Animated blood - Killable enemies   Future updates:   - Player health logic - Neutral NPC named Holly who will (eventually) sell potions! - First boss of the game - NPC text-based dialogue - Lootable chests with starter gear for Ranger!   Also! Also! We will be selectively distributing our developed game prototype of Dungeons of Daggerhelm on or before February 25th! Please send us a message to find out how you can join in on private testing!
  7. Hello again, everyone!   We're busy churning out important updates! Here are some we've been working on:   - Non-random persistent first map area - Text box for NPC interaction and lore - Animated blood - Killable enemies   Future updates:   - Player health logic - Neutral NPC named Holly who will (eventually) sell potions! - First boss of the game - NPC text-based dialogue - Lootable chests with starter gear for Ranger!   Also! Also! We will be selectively distributing our developed game prototype of Dungeons of Daggerhelm on or before February 25th! Please send us a message to find out how you can join in on private testing!
  8. Hello everyone!   We're back with more updates! Take a look below:   - HUD user interace: inventory, Life and Mana - Designated portal area - Portals and teleporting - Promotional video (YouTube)!   Future updates:   - Player health logic - Enemies and damage - Neutral NPC named Holly who will (eventually) sell potions!
  9. The environment is beautiful. I'd probably crash my aircraft just looking at it all. Great looking game!
  10. I love steampunk! I will definitely keep watching this develop.
  11. Hello everyone!   We've added new features to Dungeons of Daggerhelm! Take a look below:   - Game launcher with options - Paladin-class NPC with randomized AI - Ranger-class NPC with randomized AI   Future updates: - Player health logic - Neutral NPC named Holly who sells potions! - User interface: inventory, Life, Mana   Please visit our IndieDB profile for more!
  12. Hello everyone!   My friends and I are a part of Rendered World, a fledgling indie game company. We are creating our first game in Java called Dungeons of Daggerhelm. It is an ARPG similar to Diablo and Realm of the Mad God except with loads of interesting twists of our own. If you have ever played either of these games, you'll have a basic idea of what DoD is all about: 4 unique playable classes (Paladin, Battle-Mage, Sorcerer, Ranger), lootable armors and weapons, dozens of enemies, bosses with unique and challenging abilities, multiple randomized maps with environment themes (snow, mountains, caves, Hell, heaven-like area), a leveling system to keep track of your character progress, and lastly, 4 player cooperative play. More content will be added along the lines of this, such as more classes, more enemies, in-depth environments and more dynamic bosses.     Currently, the game is pre-prototype stage. We currently have several important elements of the game already in place: -mob animation logic -player animations with cross-class animation logic -player sprites for the Ranger, Paladin and Sorcerer -particle spawners for explosions, collisions, blood and magic -high definition spawn area sprites (grass, brick, mossy brick, wooden floor, which were recently updated)   Planned elements to be added to the game in the future include: -enemy AI and sprites -map portals -randomized maps -bosses -main menu options   These will be a part of an active prototype.     If you want to follow Dungeons of Daggerhelm's progress, you can check our game profile out here on IndieDB. That is where all of the latest news, images, screen shots and videos will appear.   We are always interested in hearing constructive comments from our viewers as to what features the community would like to see in our game. The basic framework of our game is how we want it to be; however, we take all suggestions very seriously and we make sure to have plenty of interaction with the community of gamers interested in our game. Any suggestions for the direction of DoD is greatly appreciated.   Again, we're in very early stages of development and things are highly likely to change in appearance and operation. The community will have a large influence on those changes. We realize that there is not much to go on as far as visible content, but hopefully within the next few months we will be able to introduce interactive media to help you see where we're trying to go with DoD.     Thank you for reading this far and we hope to hear from you soon!   The Rendered World Team
  13. That looks like prehistoric Rust, done right! Way to go!
  14. Hello everyone!   My friends and I are a part of Rendered World, a fledgling indie game company. We are creating our first game in Java called Dungeons of Daggerhelm. It is an ARPG similar to Diablo and Realm of the Mad God except with loads of interesting twists of our own. If you have ever played either of these games, you'll have a basic idea of what DoD is all about: 4 unique playable classes (Paladin, Battle-Mage, Sorcerer, Ranger), lootable armors and weapons, dozens of enemies, bosses with unique and challenging abilities, multiple randomized maps with environment themes (snow, mountains, caves, Hell, heaven-like area), a leveling system to keep track of your character progress, and lastly, 4 player cooperative play. More content will be added along the lines of this, such as more classes, more enemies, in-depth environments and more dynamic bosses.   Currently, the game is pre-prototype stage. We currently have several important elements of the game already in place: -mob animation logic -player animations with cross-class animation logic -player sprites for the Ranger, Paladin and Sorcerer -particle spawners for explosions, collisions, blood and magic -high definition spawn area sprites (grass, brick, mossy brick, wooden floor, which were recently updated)   Planned elements to be added to the game in the future include: -enemy AI and sprites -map portals -randomized maps -bosses -main menu options   These will be a part of an active prototype.     If you want to follow Dungeons of Daggerhelm's progress, you can check our game profile out here on IndieDB. That is where all of the latest news, images, screen shots and videos will appear.   We are always interested in hearing constructive comments from our viewers as to what features the community would like to see in our game. The basic framework of our game is how we want it to be; however, we take all suggestions very seriously and we make sure to have plenty of interaction with the community of gamers interested in our game. Any suggestions for the direction of DoD is greatly appreciated.   Again, we're in very early stages of development and things are highly likely to change in appearance and operation. The community will have a large influence on those changes. We realize that there is not much to go on as far as visible content, but hopefully within the next few months we will be able to introduce interactive media to help you see where we're trying to go with DoD.   Thank you for reading this far and we hope to hear from you soon!   The Rendered World Team