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      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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Questions, questions...

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mikeman

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Since my last entry, I have worked quite a bit on the game. Mainly, I implemented a race with more than one opponents, a rudimentary but proper damage system, and some other minor stuff. I took a video of the gameplay in its current state(for some reason gamecam, which I have a registered version of, doesn't seem to record sound, sorry).

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Now, what I'm wondering about is where could I go with this game. I mean, I'm not deluded, I realize that the game, at least in its current state, can be characterized as...well...'cute' or 'nice', but not anything impressive, which is quite logical for a project that doesn't have dedicated artists or is based on a grand innovative one-in-a-million idea. Furthermore, the top-down racing genre isn't exactly the most popular in town, especially for PC which is(for now) the running platform. Personally though I enjoy those games, even today fire up the classic Death Rally for a round or two, and I enjoy making the game very much. Mobiles seem to be a more fitting platform, in the long term, and there are plans for a port to Android and iOS once it's done.

To be honest, I was hoping I could achieve, even on my own, with purchased stock art (some of which you can see in the video above - most from dexsoft-games.com ) and with some smart level design(which will undoubtebly take much more time than the cheap-and-fast level I have for now) enough quality in order to pitch my game, in portals like Steam. I don't care about making 'big money', of course, and I realize both the game and the genre isn't really suited for that, but just leaving some good impressions to people(of course, if I make a buck for myself in the process, the better!). I have taken some opinions from people who have seen/played the game, and they're divided: Some think it's got potential to be 'good enough for Steam', some find it lacking, and frankly I can see their point.

Of course, the game is still early in development, so I can always hope fate(and some more nice demos/videos of course) will bring a good 3D artist or two on board. Plus, these days, there is always the option of alphafunding(unfortunately, as a non-US citizen, I don't have access to Kickstarter). A solid playable demonstration would be an advantage, but again there's the issue of a not very popular genre from an unkown developer. But there's nothing wrong with a bit of ambition here: The game is what it is, I *will* finish it(I've come too far not to) and make the best of it. Even when all other options fail, there's always the route of just release it as freeware; just people playing and enjoying it would make me content, and it would be a decent piece for my porfolio in about a year, when I will get my bachelor's(better late than never) and I'll consider doing some more serious job-hunting in the game industry.

So, all in all, I am quite optimistic about this, the project is going rather well and there are plans for the future. My living expenses are covered by my day job, plus some micro-funding of the project(I mean the occasional 30-buck expense to purchase some nice stock art that cought my eye) so there's no rush, other than avoiding wasting too much time into the dreadful 'stale state'. And I leave you with that. Till next time smile.png

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