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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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Introduction

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havsmonstret

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Since I was very small I've always loved role-playing games, computer games as well as tabletop games such as Dungeons & Dragons. I've been interested in game development for a very long time too, and done rather a lot of programming.

There's been one thing that's been preventing me from developing my very own game though, and that is motivation. As soon as I'd hit a climbable brick wall I would hide and put my project down, sometimes for a long time until spiders would spin webs on them and they're all covered in dust, ready for the trash can. Now I have decided to finally overcome this problem of mine and produce my own game. So I've set up, what I find, to be a pretty reasonable project for my self that I am pretty confident I can overcome, with some quite hefty problems to solve. I will set deadlines for myself at the end of each week and hopefully update this journal with what's been accomplished during the past week.

In lack of a better name, I've come up with a project name out of the blue: RPG4. To describe this blank canvas, here's a small list of features which I would like to implement into this game.

  • Turn-based movement and combat with a lot of strategic planning and ingenious use of your resources.
  • Randomly generated maps along with handmade maps and the ability to create your own maps.
  • An extensive skill and ability system, allowing you to advance your character in a range of branches. Not just some arbitrary increase in a stat, but skills and abilities that actually do something unique and gives your character... well, character.
  • Permanent death. Although the game will be quite hard, dying will not be the first escape you can take. I don't want to cater the game to just hardcore players, but casual players as well that might not think dying of unexpected and / or random causes is very fun. Being able to escape death with other penalties some times also allows me to include a more skills and items to equip your character to the teeth with.

    These are some of the features that I think would fit good into the game. To give a more general overlook of the game, some perfect examples of games that I might find inspiration from would be Baldur's Gate, Morrowind and Dungeons of Dredmor.

    My goals until next week

    • Write a comprehensive design document of the fundamental inner workings of the game, such as how the maps and movement will work.
    • Set up a loose plan for the following weeks on what should be done.
    • Not start coding something that's not really thought through...

      I hope this will be an interesting journey for both me and whoever might decide to follow this journal, and I hope I will be able to produce something that will bring joy to at least some people.

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