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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

Game genres, what do you want to develop?


33 posts in this topic

I always prefer WRPG than JRPG. I think customizations and character development are always a good thing in any RPG. It adds replayability, naturaly changes the difficulty, and strategy of your game.
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[quote name='Sik_the_hedgehog' timestamp='1336022479' post='4936970']
[quote name='Mihai Moldovan' timestamp='1335834896' post='4936270']Jump and Runs! Like Commander Keen.[/quote]
Yeah, I notice a severe lack of platformers in that poll (or arcade-like genres in general, for that matter - no fighting games? no shumps?)
[/quote]
Oh, you're right there is. x_X I'll try to fix that up, I'm not sure what the max number of poll options on a single question is and how many I have left.

Edit: Oh good, I had enough. Apologies for not knowing any modern examples of shmups, I haven't played one of these in years except for minigames within a game of a different genre, or an irl shooting gallery at an amusement park. Edited by sunandshadow
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[quote name='sunandshadow' timestamp='1335414643' post='4934964']
Probably I've forgotten something, ... What makes a game concept one you want to help bring to life?
[/quote]

Games like Backgammon, Scrabble or Yahtzee which depend on skill, but luck of the dice/draw impacts ones outcome as well. Aggravation/trouble/sorry type games also add an element of multi-player plotting, but have yet to come across games where the luck to skill dependence is easily varied. I've begun such a game and will post more as things progress. Browser games is the closest thing I could see on the list?
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[quote name='Tipsy' timestamp='1336138230' post='4937368']
[quote name='sunandshadow' timestamp='1335414643' post='4934964']
Probably I've forgotten something, ... What makes a game concept one you want to help bring to life?
[/quote]

Games like Backgammon, Scrabble or Yahtzee which depend on skill, but luck of the dice/draw impacts ones outcome as well. Aggravation/trouble/sorry type games also add an element of multi-player plotting, but have yet to come across games where the luck to skill dependence is easily varied. I've begun such a game and will post more as things progress. Browser games is the closest thing I could see on the list?
[/quote]
Well, if you are thinking of something like two or more people playing scrabble or a CCG over a network, yes I'd consider that a browser-based game. If you are thinking of a single-player board, card, or dice game I'd collectively term those solitaires. Technically I guess they are turn-based strategy games, or some are more on the physics sim side, for example I know my friend's father is particularly fond of solitaire pool (billiards) games, and pinball would go in the same category. I didn't include them in the survey because typically these kinds of games are developed as physical board/card/dice games and only then ported to a computer format. Boardgamegeek is a great community for discussing this sort of design, if you're not already familiar with it. Not to exclude them or anything, they do fit in under gamedev's umbrella, just saying that if you don't find enough discussion of them here try there too. Edited by sunandshadow
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[quote name='sunandshadow' timestamp='1336111478' post='4937295']Oh, you're right there is. x_X I'll try to fix that up, I'm not sure what the max number of poll options on a single question is and how many I have left.[/quote]
Thank you *redoes vote to include new genres* Yeah, I'm interested on arcade-like genres - or better said, pretty much anything avatar-based action-oriented.

[quote name='sunandshadow' timestamp='1336111478' post='4937295']Edit: Oh good, I had enough. Apologies for not knowing any modern examples of shmups, I haven't played one of these in years except for minigames within a game of a different genre, or an irl shooting gallery at an amusement park.[/quote]
Probably because outside of niche companies doing bullet hells (e.g. Cave) or indie developers, there aren't many shumps these days. An example of modern shump that has similar mechanics to old ones is Ether Vapor. OK, the original game has its years already, but the Remastered version (which has improved graphics) was released in 2011, and Nyu Media (who licensed it for localization) is meant to release it on Steam this year.
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[quote name='sunandshadow' timestamp='1336165309' post='4937474']
Well, if you are thinking of something like two or more people playing scrabble or a CCG over a network, yes I'd consider that a browser-based game. If you are thinking of a single-player board, card, or dice game I'd collectively term those solitaires. Technically I guess they are turn-based strategy games, or some are more on the physics sim side, for example I know my friend's father is particularly fond of solitaire pool (billiards) games, and pinball would go in the same category. I didn't include them in the survey because typically these kinds of games are developed as physical board/card/dice games and only then ported to a computer format. Boardgamegeek is a great community for discussing this sort of design, if you're not already familiar with it. Not to exclude them or anything, they do fit in under gamedev's umbrella, just saying that if you don't find enough discussion of them here try there too.
[/quote]

Keen observations all ... Planning an initial run of about 500 boxed sets this year or next, At this point the website will be limited to robot play or between people using a common device. Going to hash out VB for Visual Studio but hire some help with xaml. Today I posted in another thread about Holey Hanna, which is a space type game where the planets get holes shot through them like swiss cheese and modeled on real world gravity. Think I'll start a new thread about how the happy people of Hanna are ruthlessly attacked by Jumpy Joe Schmo and his evil minions from the planets Holey Moley, Schmoley and Guacamole. [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img]


Edited by Tipsy
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What about grand strategy? How about trading/economic games? No love for them?
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I'd love to make a sandbox type game, basically because it would combines so many different things that I'd have to work hard to complete, and could always be added to. That's the beauty of a sandbox game!
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