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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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AceK7

Top Down Rpg

4 posts in this topic

Is there anyone currently making any top down Rpg games? i love those games. Id try to help in any way :D
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[img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] yup right here. working on the engine though. a lot more programming and testing to be done. Working on the lighting system right now. then I'll try to implement shadows, then ill rewrite the engine with everything i know. Going for a diablo 2 look
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I'm doing a [url="http://www.youtube.com/watch?v=bRJPddYX7m4"]3d top-down[/url], but I don't need any help programming for the time being (like the previous poster, still working on the engine, though mostly done with graphics and now trying to flesh out my entity-component framework).
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@glhf I'm not sure about the person actually making the engine, but I try to avoid most engines so that I can learn more about the gamedev process as I go along. You get a MUCH better understanding of what is happening when you do all the dirty work yourself.

Making your own engine is obviously slower, but when you are trying to learn, it's not really about quantity, it's more about quality.

You also get more control when making your own engine so you aren't stuck with code that doesn't really fit with what you are doing.
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