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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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  1. Hey, I was wondering is anyone was interested in checking out Creative Object World. I've been there for a few weeks (my player name is Thorn there) and have helped put together a battle and magic system. What is it? Well it's web-based and text-based (although there is image abilities too) and it's free. It kinda resembles a mud and I heard someone was developing one with it. You can think of it as a world full of interconnected chat rooms with objects that can be props or sometimes interact. It has game elements too. You can explore rooms full of objects and interact with them, create your own doorways to new rooms, create stuff to put there, arrange objects, and script them to react to various commands. The part of the world I've been mainly working on is the combat system that includes some interesting features, like randomized melee spam, forging weapons to gain special attacks, enchanting weapons, casting spells, and some miscellaneous stuff. I've also created a way non-coders can spawn 'living' creatures to defend their areas. They include treasure systems and can guard each other, you, or even an exit. It is a work in progress, which is great for those who are creative and like to add to worlds. There is chaos there, as players have created areas resembling past, present, future, fantasy, and sometimes just plain weird. One thing I should mention, the upgrades are happening pretty often without a huge amount of testing, so sometimes something stops working until someone notices it and then someone fixes it. The worst I've seen was a half-day with objects not reacting to stuff, so even with all the in-progress going on it's still quite stable and all is backed up pretty often. There is so much to say about it, but I'll let you see yourself, if you are interested.