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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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Project Overview

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I realized this morning that my intial journal entry was about as dull as possible. If anyone cares about this journal at all, they'll care about the project, so it's probably a good idea to talk about that rather than an empty journal post about how I'm starting a journal.

The working title is Gekkoukan High, named for the school in Persona 3 which is a major influence for this project. Other significant influences include Vampire: The Masquerade and Future Diary.

The game centers on events in a medium sized city, with mysterious figures jockeying for advantage in advance of an even more mysterious oncoming catastrophe. The player takes the role of a high school student who finds him or herself empowered with supernatural abilities. The player character is not alone in gaining such abilities, however. Some few other residents of the city have gained their own distinct powers, and utilize them for their own ends.

The player's goal is to investigate the city in order to identify these others, and also to develop his or her own abilities so that they can be dealt with once identified. Can the player successfully find his or her rivals in the sea of unsuspecting residents? Can he or she avoid detection? And can he or she find some way to stop these rivals before their designs are realized?

The game will include between eight and twelve distinct types of supernatural power the player can wield. Each will be geared towards a particular play style, but players will not be forced to play that way. Depending on their power and preferences, player characters can be strongly focused on physical combat, frustrating investigators, controlling and manipulating others, summoning minions, enacting curses, and more.

A major play element will be investigation. Players as well as NPCs will have to search for clues, question witnesses, and sift through collected evidence to identify other empowered characters. Once identified, the player can choose how to deal with them. The player may reveal him or herself in hopes of forging an alliance work quietly to subvert the other's plans, or pursue more permanent solutions. At the same time, rivals may be closing in on the player without his or her knowledge. The player will have to balance making more overt efforts to achieve goals with the increasing risk of discovery such action brings.

My goal is to produce a game in which the player is subjected to a tense cat-and-mouse scenario with unknown opponents wielding unknown powers in the context of otherwise ordinary high school life. I'll address gameplay elements in more detail in future posts, but this at least gives a broad overview of what I'd like to produce.

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