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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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A Few Changes

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Runner 2014-03-06 22-24-59-96.jpg

Runner 2014-03-06 22-24-51-97.jpg

Spent today reworking horizontal and vertical collisions, so far so good.Animations have been tweaked and are much smoother now. Decided to add an attack bar similar to the one in "Secret Of Evermore" attacks with the bar full cause max damage while attacks with the bar mid charge cause less damage. "Flames Of Duna" has been fixed to work with the new changes, when cast on an enemy a fireball travels from the player towards the enemy and explodes on contact. Enemies can now walk left and right, determined by random dice rolls.I eventually want enemies to to move towards player and attack when close enough, I haven't messed with any A.I. thus far so that will be my next challenge.




Decided to make some big changes... I have completely removed the tile based movement system, it Just didn't feel right for what I'm trying to accomplish. I will still be keeping all of the original mechanics, player attack radius boxes,spell unlocks,Defense/Attack, and click to attack. It feels great so far, a side-scroller/Rpg mix seems more fitting. I will be spending most of my time tonight tweaking player animations and making a few land sets for the player to explore. Above I have included a couple sprites from the new player running animation and a new screenshot, Enjoy!


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