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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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Quick Update - Items & Skeletons

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smo97

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I haven't made a lot of visible progress recently -- I've been trying to nail down combat mechanics and item/equipment UI, as well as experimenting with some random dungeon generation.

I should have a substantive update ready within the next two weeks. However, since it has been a while, I thought I should post a couple of screens.

Skeletons

rl-ss-22.png


Skeletons



I added some skeleton enemies. Not much else to say about that. They can hold weapons, but they aren't.

Items

rl-ss-21.png


Decisions, decisions...



I really want to have a huge variety of cool loot, both randomly generated and pre-fabricated, so the item structure is fairly complex and versatile. This screen is part mock-up: the purple-ish computed damage values are fake (hence them both being the same for different base damages). The item value is also fake because I forgot to put it into the item structure. The rest come from the item definition. Items can be picked up off the ground (presumably after being dropped by enemies). Items can also sit on top of tables and other static items, and be picked up from there as well. The party shares one inventory rather than micro-manage who carries what. Items can be equipped from inventory into item slots. This screen is the result of attempting to equip the unique sword while the common sword is equipped.

Once the equipment UI is nailed down, and the combat mechanics fully implemented, I'll have another update showing the full equipment UI and explaining the combat mechanics in detail.

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Looks great! I like the fact that the controls are simple, such as a only a touch to take an item.
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Thanks! One of the biggest challenges for me is to balance the necessarily simple controls and interface with the desired complexity of the game mechanics.
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