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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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What is the game about ?

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Yesterday Ghostknight asked me about some details of the gamedesign, so I think it is time to talk about the content.

The game starts out as a single player survival dungeon game. As things are now the player can choose to play a mage, a warrior or a rogue, maybe a priest. Nothing special sofar. The core features are a rune magic system and a crafting system.

Each class has a special magic talent, the warrior has the ability to draw energy from his body, the mage has the ability to draw energy from the world and the rogue has the ability to get his energy from the world too, but only a fraction of the power of the mage.

To use magic you need to bind a rune. Runes can be found in the dungeon or looted from npcs. You are only able to bind a certain number of runes concurrently, similar to guild wars skills. The talent of the classes will define which runes are usable. A warrior must touch a target (through a weapon) to tranfer his energy, whereas a mage don't need any phyiscal contact. All classes has something in commmon. Drawing energy is hindered by metal armor. So, only the warrior is able to wear metal armor without sacrifing his ability to use magic runes.

A special case is the rogue. His abilities are by far not as powerful as the mages abilities and he can't wear any metal armor as the warrior, so he needs to use crafting for his own benefits. So rogue magic often needs ingredients.

Crafting will play a major role, all classes will benefit from crafting. The crafting system represents the only skills in the game, there will be no other. On the other hand the runes are similar to "skills" found in other RPGs.

The dungeon dwellers will mostly consists of animals and monsters. At the current stage there are spiders and "flying" worms. There're a lot of different varients of each dungeon dwellers. Each dweller has its own indiviual behaviour and it is not safe to say how it will react to you. Monsters will watch you, flee, or attack. They learn about the dungeon, about where they encounter danger or traps, and they will tell others ! They will loot other monsters, they will collect resources, they will eat and they will relieve themselves (leaving important resources).

So it might be a bad idea to attack a tame monster and let it flee, you could encounter its great brothers if you keep staying there. Some monsters are important to produce certain resources, other monster might help you fighting other monster hives.

Each monster is part of a hive, each hive will spawn new monsters and it will react to danger. If you or something else will kill every monster of the hive, the hive will react to the new danger by spawning more powerful dwellers, until the hive itself gets destroyed or runs out of resources.

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