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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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BeaverAdept

2D Zelda clone

4 posts in this topic

I have a dream... a hazy dream, but a dream nonetheless. For years I've been wanting to see another Zelda game similar to Link's Awakening, Oracle of Ages, and Oracle of Seasons (I will refer to these three as the "Triple"). The only similar, traditional Zelda that Nintendo has released since the Oracles (which are about a decade old now) is The Minish Cap (by a Capcom team), but that's a little different from what I'm aiming at.

I don't have many concrete ideas for this game yet, but I'm pretty much set on the following (I won't list everything, but the following might impact engine, etc. choice):
1. Simple, sprite graphics, but esthetically pleasing by modern standards.
2. World broken into cells, as in the Triple.
3. Combat system complexity is similar to that of the Triple.
4. An emphasis on Majora's Mask-like side quests (there would be a quest log).

I have little idea of where to get started, except that I'm guessing the first thing to do would be to choose an engine. I've heard that RPG Maker would be good for a game like this, but since I can't allocate any money toward this project, and since the free version of RPGM is a 30-day trial version, I can't go that route. From searching the forum a bit, I've seen people talking about using Game Maker and, even better, Unity. Elsewhere, I've seen mention of Construct and Game Editor.

I have minor experience with C and C++, and I've taken two full university courses in C#. I'd like this game to be cross-platform for purposes of making sales, but if my other constraints force it to be, say, Windows-only, then so be it. I just want to make a marketable 2D Zelda clone!

Any help would be appreciated.

EDIT: As far as this being cross-platform, I was thinking of PC, Xbox 360, and PS3. Personally, I don't like the idea of Zelda-like games being controlled with touch interfaces (The Legend of Zelda: Spirit Tracks wasn't able to win me over to that style). I'm not averse to making a touch version, but only if it's after a button/key version.
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I am currently writing a 2D TowDown SNES Engine for iOS and Android incl. Level Editor..

I would be interested .. i loved the old Zeldas...

Who will make the Grapics and Spritesets? Thats mostly a big problem
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Your engine looks nice, though from the video I'm not sure if it would be suited to Zelda-like games, since they have a lot more action in them than RPG's. Touch interfaces are also a turn-off for me (see the edit to my first post).

I'm not actually recruiting right now, so much as just trying to figure out where to start. Ideally, I would do everything (unless it requires a lot more coding experience, in which case I might have a friend in mind) but make the music, the artwork, and possibly the sprites. I've got an acquaintance who might be interested in the music, and some friends who [i]might[/i] be able to do the artwork. There's another friend of mine who went to DigiPen Institute of Technology, wanting to study game design. He could probably help with something. Everything is really up in the air right now.
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ok, it was just an offer because adjusting the engine NOW to action rig doesn't matter pretty much.. it has no fighting system now
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