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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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sunandshadow

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Wow. After sleeping since August, Xenallure has suddenly acquired a lead programmer and kicked into full gear. I am working madly to get things cleaned up as we pick up some staff. Today I wrote about two pages explaining Xenallure's genre, the gameplay of that genre, why this appeals to players, and the technical details of how the romance system will work. Other thinks on my todo list are creating an index of all existing concept art, and my usual task of revising the design doc (65 pages and growing o_O ) and trying to fill in missing details about the characters and story, as well as orient new staff members. I will be really excited when the first character model exists! ^_^ It will give me an excuse to finally learn about texturing and skinning.

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Yay competition!

always a need for one more serious indie developer =D

good luck =D
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Very cool, good luck with the project as I'm sure that it will be very successful. I just read through your design document (skimed some parts, and deeply ingested others) and thought that it was very straightfoward, although obviously not complete. As such, my next comment may be something that has been suggested or brought up previously that you may have chosen to leave unresolved, or it just hasn't made into the design document at this point. Either way you clearly have a great understanding of literary works and I only hope that my suggestions may help generate some sort of productive tangent of thought for you.

While reading through your document, there was a large gap in explanation of the back story for the world. Clearly the different races were explained, and in great detail, but what I didn't see was an explanation of the relationships of each race. Normally for a game such as an adventure, rts, or any other game that doesn't depend so much on a story driven plot, I wouldn't consider this an issue, but for an rpg, I think this aspect is vital. Some things were expressed in the document as suggestions for origins of the races themselves, and I know that development is a long process, but the origin of the races themselves isn't really a concern, rather the relationships of each culture as a totalistic whole. It seems that in the design each race lives rather isolated lives from one another.

Even in our own world, I realize that cultural biast exist from the materilistic, ignorant, self serving impression foriegn cultures may have about Americans, to the Stern Family oriented, hardworking, cultural perception of say the Japanesse culture. But how did these perceptions and cultural stereotypes come about? What major historical events shaped this world into what it has become? What things today propogate the sterotypical views of the magicals for the techno's?

Also, even with isolated cultures, how can different races on the same continent not be more interwoven? (These points may not be important to the main story line, but I believe used in subplots, and or quests they would help build a more believable world, which should be the goal of any good rpg.) By this, I'm trying to convey the spectrum of liberal vs conservative individuals, as it pertains to cultural values and mores. I mean sure, the major norm of each culture might have a sterotypic existence, but what about those that choose to live outside the norms? Subcultures of the major cultures. I believe that even if these races are the product of many years of cross cultural breeding and influences, that there would still be this process going on.

At any rate, I just bring up these points , although rather sloppily, as they were just areas that I didn't really see investigated or explained in the design document. THis more so has been a help for me as I'm currently in the process of some major redesigns of my own. Thanks, and good luck.
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It's good to read that Xenallure is still alive and kicking. It will be great to see the world take shape!
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