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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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One Sense At A Time

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staunsholm

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"[color=rgb(0,0,0)][font=Arial]

Basically, whenever you enter a mirror, the world is reflected, but your motion continues." (

[/font][/color]http://awesomegameideas.tumblr.com/post/48815055810/idea-2-mirror-platformer)

I don't know why, but this sparked the following idea:

How about a game where you can only use one sense at a time? So you can see see but not hear or feel, you can hear but everything is pitch black or you can feel the rumble of the controller but nothing else.

Smell og taste would probably be too grose to incorporate :-)

Mkkl.

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Interesting idea.  It probably wouldn't have mainstream appeal, but if done correctly I could see this sort of thing attracting a niche audience.  You'd also have to ensure that all included senses are actually useful, and probably exclude any senses (such as taste) where you can't make them useful.  

 

I don't think taste would necessarily be too gross, but it would be difficult to output in a sensible way and probably hard to find genuine non-contrived uses for -- you'd have to rely on auditory or visual descriptions of the taste rather than being able to use the actual sense, which would come much more naturally.  The same would of course also apply to smell, although it could at least potentially be much more useful if you did output it visually or aurally.

 

 

I'd love to try a small proof-of-concept demo if it's something you feel like you're able to develop!

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Interesting to think of how you could "fake" smell and taste. Or invent a 6th sense. But, yeah, I'd go for creating a poc with only see, hear and feel.

 

I'll let you know if it turns into something playable at some point.

 

And thanks for the thoughts!

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