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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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And, after brief 2 weeks break (I think), I'm returning to developing. As you may know I have a kind of designers' ADHD, and I'm constantly plagued by tons of game ideas that would be cool to implement. Ones I had in the mean time include:

  • EEG-based game (you'd have to construct your own EEG detector ;)) that'd use your concentration on a character ragdoll figure to explode it. Think Stair Dismount only with killing the character with YOUR ANGER. Adding possibility of customizing the killed avatar up to uploading picture of your boss's face would be a bonus. Also blood, lots of blood. I called the game idea 'Rage'.

  • Since my art SUCKS, I wondered about making fully procedural game. A hack'n'slash with procedural planet, procedural creatures, procedural quests, procedural names, procedural music, hell - even procedural weapons (stick-with-three-blades-and-a-chain of +1 Bowel Movement). Then I realised that Spore is basically like that, only with FUN. And when I delved deeper into how hard it is to make procedural character animate on its own, I nearly cried. I'm still not ditching this idea though. This idea is code-named 'Procedura'

  • As some of you know, I really love Crimson Permanent Assurance. I thought about making your own building-ship, Dwarf Fortress-style and sailing the wide accountant-cy. Would work out well as a multiplayer game, I think. No codename.

  • And finally, a thief multiplayer game. Simple, top-down view of a busy market with tons of marks (ie, free roaming targets), couple stands with owners, and couple guards wondering about. The aim is simple - to score as much as possible without getting caught. Game would encourage cooperation, with some people being a 'stall' and bumping into mark, and then somebody in the back being pickpocket. Penalty for getting caught should be gruesome death (as gruesome as possible when you only see top of the head of your character). Codename 'Pickpocket MMO'. Durr Hurr.

  • Well, enough of this sillyness. Back to coding with me. The strategy game in C#, that is. Btw, I got a name for it. Cheese & Cabernet. Why, you ask? There're no other game objects than geometrical shapes? Well, obviously it's food that's been enjoyed by Napoleon during his wars. Ok, you want me to answer seriously? Look at Exhibit A, a very popular RTS game, and Exhibit B, product of gdnet mods and users being very silly indeed.

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