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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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SteeleDriver

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Let me start by introducing myself.
I am no young whippersnapper *grin*. Altho I can say I have never really grown up. I spent some years in the military police, mostly as
the Air Force said I had no skill for electronics. After getting out of the military I proceeded to prove them wrong by graduating from ITT tech
with Honors lol. I also went on to University in Idaho taking a degree in Computer science and Math. I didnt finish that degree, I don't regret it,
but it would have helped finishing it.
I have since continued my self education in C++/C#/Java/Perl/Php, pretty much anything I needed to do, I learned the language I needed for
it. I do prefer C++/C# tho from all the rest. I have always enjoyed Video games as many of us do. I took it a step further. I was never fully
satisfied with the way some of the games were developed and designed. Not one to complain I instead started looking into game
development. For quite a few years I played around with Emulators. They were very usefull as a way to test out my ideas and get a feel for
how a game is made. Then I found the 3 major game engines for us Indie Game Developers: Torque3D / Unity / Ogre. As far as I'm
concerned, those are some of the best ones for doing a game. They are not necessarily the easiest, but flexibility is what counts for me.

To cut a long story short, after many years plugging away at it, since well before 2000, I have finally reached the stage where I can say:

I have created my first game: https://www.everonworlds.com [ EveronWorlds Portal ]

Yep, its an MMO, thats short for Massive Multiplayer Online only. In this case I have created an initial Modified FPS style game.
For the moment I am calling it EW Fps Online and I am accepting alpha tester apps.

I finally settled on Torque3D for several reasons. One major one is all the money I invested into artwork ready to be used in it. I also
know the core code base far better then any of the other ones I have worked with. I have started with a base skeleton game that is functional
and have begun adding in the parts I have tested out over the years, building up the full game, piece by piece. The latest addition is the
Flag Capturing system fully networked and deals with all 3 teams involved.

The big difference here from most FPS games is there is no match making system. All the Maps are always active and online. You join in
anytime you feel like it without having to either find a match or wait for it to start. This is going to be a modular map system called Sectors.
We have 4 to begin with, and we plan to go with a FreePlay game system with paid access to additional maps and features after Beta.

The base gameplay consists of 3 Large Teams / Races. Your goal is survival. Survival includes taking over bases to increase your bonuses
and chances of survival. Taking control of sector is necessary as long term, you will only be able to access a sector through controlled
bases in a sector or else you will have to fight from one sector to the other to take initial control of a beachhead base in another sector.
This will only be possible from adjacent sectors. Each Race/Team will have a base sector with a primary base that cannot be lost. They
can lose all the additional bases in that sector. Capturing a base is not easy or quick. If you are interupted, you have to start from the
begining to capture it. Teamwork and tactics are a must in this game. The Sector Maps are Huge compared to the average FPS game map.

The storyline:
Not as well fleshed out as I would like, but I am not a great writer or artist. The basics start with humanity expanding beyond earth. This has
not been an easy path and in the end the Corporations took over the expansion as the governments could not afford it. This did leave some
with a dislike for the corporations. These "Rebels" were not very prolific at first, but over time they expanded themselves. No overt fighting
had occurred for many years. Then the great event happened: First Contact. The event turned out the way some had predicted, tho many
had hoped it would not go that way. WAR! The Alien Horde attacked within days of making first contact and contact was lost with that planet
where they arrived. 2 years on and the Horde has arrived at the next planet being colonized by humans. The battle begins. The Rebels
see this as an opportunity too good to pass up and now push for their own place on the Planet. And so the fight begins. 3 Forces battle for
control of the planet.

I will say that the long term goals look to the option to expand this beyond just sector maps to planetary maps. Never think small or you have
nothing to strive for.

I will post more as I get time, but us Indie Developers are very time limited sadly.
From the Portal site, you can access a basic Demo Video, our Twitter feed and facebook page.

SteeleDriver

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