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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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Progress Update

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Hi all, it's time for a check in!

Revel Immortal 0.10

Last Monday 8/5, the release Revel Immortal 0.10 went well; you can check it out at http://edigames.com/revelimmortal

Data Crisis

Okay, crisis might be overly dramatic; but a nagging issue with Revel came to a head after the release of 0.10.

Static data is stored in .js files and linked into the main code; kind of like a data segment would be in an EXE.

The problem is this data was spread over nine files and finally has become too unweildy to manage.

Examples of the data are:

  • Character Templates
  • Map Templates
  • Stereotype Defenitions
  • Markers
  • Quests
  • NPC Dialogue
  • NPC Placements
  • Structure Templates
  • Achivements

    Expressing all of the information in single files for each of these categories had finally become too messy.

    The first, technically pleasing solution was to create a database and some UI for authoring and storing this information and exporting to the final data segment.

    After some consideration this would prove to be a large project and stall content creation for Revel; so instead moving to sub-directories of these categories and multiple per-region and per-object files; and a added build process to concatenate the files into the final data segment was done instead.

    This soloution only took about two hours and so didn't present a noticable hiccup in content creation.

    Random NPC generation with Stereotypes

    Even after we added a few more NPCs Garranshall was still feeling a bit bare; so I started work on randomly generated NPCs.

    RNPCs work off the existing transient npc defenitions on map templates; that is, the type of map you're on designates the kind and quantity of randomly generated npcs you find there; enemies included.

    An issue with this however is that an NPC created from a CharacterTemplate, generally is identical from one to another.

    So a system needed to be create that allowed per-instance randomization of NPCs.

    But not just any old randomization; for a given classification of people you want relatively controlled randomization, so that is where Stereotype objects come in.

    If we assume a CharacterTemplate called "leowynNoblewoman" we might have a Stereotype object "leowynNoblewomen"

    The Stereotype object defines ranges of random properties; such as hairstyles, colors, clothing etc. etc.

    This system works for any kind of NPC, so enemies can be subject as well.

    Revel Immortal 0.11

    It's Monday again already and we'll be releasing 0.11 tonight; 0.11 adds randomly generated NPCs and new dialogue.

    Slated work for 0.12 is mostly concerning item and loot drops/chests and as always filling out more NPCs/Quests


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@InvisibleMan good find, thanks; that is likely a recent regressive issue, the specific files probably didn't make it up.


That will be fixed this evening for 0.11


Thanks again!


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When I first opened the game, my first reaction was to try and move with the mouse; the game looked and felt like it had mouse-based controls. I later found out that I was partially right (I found the GUI movement controls), but after discovering that the mouse wasn't doing anything, I tried WASD and everything worked smile.png One thing I should note though is that after taking a quick break from the game, I instinctively tried to move with the arrow keys. It might be a good idea to support mouse and arrow key based movement in addition to the GUI and WASD.


I like the music, and the combination of light areas and dark areas looks really nice so far. It's also cool that you have the framework for a crafting system in place already. On the subject of items though, I would recommend showing the item as you move it around in your inventory; I was initial confused as to what the left mouse button was doing.


After talking with the guy in the first room, I encountered some zombies, discovered I couldn't attack them, died, and decided I should explore the castle smile.png It's the start of a good game!


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