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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 do you do in "Project: Phoenix"?

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Soooo this week, I am writing a bit about the raw drafts of the gameplay. I first wanted to post an entry about design principles, but I realized, it is hard writing about design principles for a game, if you don't know the basic gameplay. Don't worry, you will see the posts about the game design principles, I will simply post them a week later.

Before we dive into the whole game and stuff, I want to add that this will be a multiplayer game, if and how there will be a singleplayer component is not yet decided. But this game isn't aimed to be an MMO, it is thought to be a "Lan Party" game, with your friends in hearing range, or at least available over teamspeak. I won't care about voip support in-game, I may not even care about a messaging system.


If you read last weeks babble about the first drafts of the lore (thank you very much), if you guessed you would start the game as a young RSR recruit, you were correct. The tutorial and character creation process will be in the RSR bootcamp. Then

, you and your friends are sent out to your very first mission.

From your secure base, you can select the gear you take on your journey. You will need to take different weapons with you to be prepared for different tactics/enemies. But you are limited in the size of your inventory and the weight. You then can move around the overworld (as long as you don't step into a trapwink.png ). You then can set up your base camp and stash your equipment you don't need.

From there, you can move more quickly and if needed, set up a preliminary camp with some supplies (like ammo).

These are the basics, from here the game can be split up into three groups:


Your character can choose a primary and a secondary role out of 3 roles: Assault, Assassination, Ambush.

This decides what weapons and skills will be available later. This means I will have 6 different set ups for a character (Yes this text is a bit meager, but I will expand on the skills, equipment and other stuff soon in a separate entry. Posting this here would explode the entry).


You shouldn't storm in a position guns blazing. Well you can, but you may get you and your friends killed in the process. It is encouraged to first do reconnaissance of the area and think about what to do. You can choose 3 basic tactics: Assault, Assassination, Ambush. Depending on your available equipment, skills and the monsters you face, you can start mixing tatcits. You also need an escape plan. To shake off a hunter groups, or in case your plan goes wrong.


After planning, you start the attack. You have your waypoints laid out, you know where the enemy should be hiding and how strong they should be. The bad thing is, recon is never a 100% accurate, there might be unexpected changes, for example a group of monsters twice the size they should be. Then you have to improvise, or bail.

The enemies do also not just stand around, if they know you are in the area, they are starting to search for you. Or if an attack went wrong and you had to bail the alerted enemy, they will sent hunter groups after you. And those hunters are fast on their limbs.

If they locate your base camp, they will destroy it with all its contents. But when you go to your basecamp and take the supplies, you move slower. So don't try to really mess up.

So this was it for the overview. Next weeks entry will be about gamedesign principles and after that I will focus more on the subparts.

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