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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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Okay, time for a "I'm still going" update.

It's rather incredible how long one can work on the same thing without getting bored of it. Work on Nimrod the Isometric editor began around 2007, that's 5 years... give or take a few months. I guess that's what happens when there are no explicit goals and time is on your side. However, lately I think I have been heading in the right direction regarding goals. I have slimed down my game idea and its more game play oriented and less menu based. What does this exactly mean? Well, this means that some of the RPG elements have been cut in favour of direct action.

First thing is that I've decided to leave out the levelling-up of the main character. This is because I felt that much development time was going to be spent on a part of the game that I don't care so much to play (that is clicking + and - buttons on different stats windows). There is still going to be an inventory but items won't have any requirements that the player need to fulfil.

Another thing is that I decided to skip the skill system. I feel this is a big game play change... and one that I particularly like. Instead of having the right skills in your skill-list the player will have to rely on his or her own playing skills. I am not a fan of games which involve hammering twelve keys at once. I rather play a game that need puzzle solving and quick reflexes. Think Prince of Persia combat style vs. MMO combat style, guess which is which ;)

So what does this leave?

Physics based isometric platform jumping (yeah!)
Inventory with quest items and equipment
Free to roam world map with triggers, doors, traps and what not...
Real-time reaction based combat
NPC dialogs and NPC reactions

This has resulted in a somewhat smaller player bar / HUD.


The group of smaller buttons are; toggle run, world map, inventory, journal, rest and main menu. The two bigger squares are quick items which can hold potions and similar things. The two big circles are the Health meter and the Stamina meter, respectively. These regenerates when the player is resting. The stamina meter will also slowly regenerate if the player is not resting. The health bar only regenerates when drinking potions or when resting.

On another note, I've added a cursor which changes depending on what it is pointing at. Talk, open, pick up etc.

open.png pickup.png talk.png

I think it looks pretty neat :-)

I hope these changes makes the game more fun to play and a little bit more original. To be frank, there aren't a whole lot of isometric real time action games.

That is all for now, thanks for reading!

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Keep up the great work! This is one of my favorite projects to keep tabs on, so I'm excited to see how it turns out. I'm really interested to see how these new design decisions will play out. I think you have the understatement of the year when you say "[color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][left]I feel this is a big game play change", hah! But I think it's an interesting idea worth exploring and I'm intrigued to see how that decision plays out![/left][/font][/color]

[color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][left]Keep on, keepin' on brother![/left][/font][/color]

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