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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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slicer4ever

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So, i deceided it's time to create a journal of my game World Of Nova.

The Beginning:
The overall game design has been in development for ~2 years, it started as a simple project for a competition in the psp homebrew scene(Genesis compo), unfortunately after 2 months of development, my ssd failed, and i lost everything(i know i should have used backups, but hindsight's 20/20), this included my engine which i had been working on over the years, it took me 8 months to re-write the engine(which was actually a good thing in the long run, as i got to do many things my first incarnation couldn't do or was very difficult to do), and the current incarnation of nova has been in development for 8 months, however 4 months ago i threw away the build i had, and decided to start over again(it wasn't very fun, and i wanted faster gameplay), so truthfully this version has been in development for 4 months, and i'm pretty happy with it so far.


What the world of nova is:
Nova is a creature catching game, i've always loved games like pokemon, but the combat system is so ridiculously repetitive it becomes more of a chore to play, rather than being enjoyable. I also wanted to create an evolving world, where you could actually see other NPC's fight creatures while you roam the world, so in theory the world is always evolving. another key point is that not only are the Novians(what i call the creatures) evolvable, but so are the ability's that they have, each ability can involve in different ways depending on how you level up the ability, and each Novian can evolve in different ways, depending on how you choose to spend their attribute points on them, it's alot of control to the user, which in the end I know well make balancing very difficult.

Where I Am:
I've built the majority of the level editor, i've built creature editors, ability editors, and such, the combat system is is their(and working, however i've still a bit to do on this front), the general purpose AI is done(via angelscripting), the world is wrapped around, so their's no need to build in borders(this was very interesting to achieve, but creates a better sense of exploring imo.) I currently have 4 creatures, all catachable, and trainable, and 5 actions that can be learned.

Where I'm heading:
Multiplayer is what i'm working on right now, i've finished with the initial syncing algorithm, but i've got alot more to go(general actions by players and such, so their's ton for me to do on that front, however, once that's done, i should have a working demo to begin showing off which makes me pretty stoked=-).

I'm pretty happy, so here's an youtube video of a build from a few weeks ago:
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and here's some pictures:
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Great, can't wait to hear more! I was a big fan of Pokemon and I would love to see a competitor!
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