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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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New Game Prototyping

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Aardvajk

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Decided to ditch the 3D platformer for the time being and go back to writing a 2D platformer. I find a 2D game demands less in terms of quality of content and isn't as immediately comparable to AAA experiences and can be a lot more simple fun.

I'm still using 3D rendering approaches but in an orthographic context, so I can still use models and skeleton animation to free me up from drawing sprites (which I'm not good at).

I saw a picture of Braid in the days before Jon Blow hired an artist and it made me realise that I can get the whole mechanics of a game in place using almost meaningless art before I worry about the visuals side.

So I've put some routines in to draw my skeleton as exported from the modelling package just with lines and dots and am going to just get the mechanics working using this debug drawing approach, safe in the knowledge that, in theory, I can replace the skeleton with a rigged model at any point in the future and all should just work.

So far you can walk, run and fall and it handles slopes correctly. Need to get jumping, edge grabbing and climbing sorted next.

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Thanks. That was actually the article I saw the image in. Really hit home to me that the visuals can be sorted out long after the mechanics in a game.

 

My little stick man is running around and feeling very nice and fluid after some further tweaking. Hoping that having the mechanics working well will keep my attention long enough to make some half-decent art assets.

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Glad to see you working in 2d again, I thought squishy had a lot of potential and I was sad to see you abandon it to focus on your modeller.

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Thanks Burnt_Fyr. Without meaning to get to emo about it, afraid that Squishy project is far to linked in my mind to a period in my life I'd rather forget, but all the positive words I've had about that project are still hugely appreciated.

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