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      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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DarkOne

Helpful Information on programing for console

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I believe I have some really great ideas for games. What I mean is that I am able to take what I think of as far as environment, control scheme, camera placement for best interaction for the player, story concept, and character design. When I play a game I want to have fun playing the game. I want to have the desire to play the game again base mostly on how the character interacts with his or hers surroundings, how well the character controls, and what skills and abilities the character has at their disposal. I want a game where the levels are designed as if they where the true environments and not to cater to the character’s abilities. I want the player to say to them selves what a challenge that was, not what a challenging puzzle that was. If you take MD2 for the DreamCast or the PC all of the levels for Kurt have been design for his abilities not so Kurt has to figure out how to use this strange alien surrounding to make progress. All of the puzzles in game have only one function, which is to allow Kurt to use his abilities to make progress. An example of this is in the level where Kurt has to shoot things called sniper balls in order to make an ascent to reach the door. There is no other reason for those sniper balls to be there except for Kurt. When a puzzle has only one function and this function is for the character to make progress this is what catering to the character means. Another example is when Kurt enters a huge chamber and there is big device hanging very high above the ground that it is point at. Kurt must now go around and turn on, I think, twelve switches. Each time he turns one of the switches on he must fight a group of enemies. Well once the last switch is turned on the device release a large discharge of energy that make a passageway through the ground that it was pointed at. The way this puzzle was setup was with word cool and that was it. The only purpose that device served was to allow Kurt to make progress. Making a level that caters to the character take away the immersion of the player in to that world the creators are trying to create. I did not find the game play Metal Gear Sold to be that enjoyable, the story was great and graphics were good. I think that I have far better control scheme for Metal Gear Sold and Metal Gear Sold II, and I think that if the camera was place behind Sold Snakes head, so that you could see from his waist up, the bosses could have been more challenging, he could have back pedal instead of having to turn his back to retreat, he could have strafed and most importantly all that MGS offered could easily be pull of in a first or third person view. I need information on material that will inform me about the process of creating a game on a static system like the Dreamcast, or Playstation II . I have a great idea for a Dragon Ball Z game that would capture the combat craziness of the series, and yet make the whole experience extreme fun to play. I have another idea for third person action adventure perspective game. Your character is a boy and he has mind powers. I have a story for it, I have the camera system work out, and the control scheme.
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