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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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TTT_Dutch

"Make Games, Not Engines".. But how?

30 posts in this topic

[quote name='Peter Taylor' timestamp='1342769900' post='4961212']
Is it safe to say I quoted the source of concept/art/programming code and where these ideas came from as would a University student addresses to avoid plagiarism. Would this constitute safe practice?
[/quote]

Ideas aren't copyrightable. Code and asserts are. Using existing code or assets without permission is going to open the door to trouble. Quoting the source won't change that. So you can clone any game out there, but you'll have to do it with using your own code and assets, or that which is freely available (open source code, royalty-free assets, etc..).
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Do you mean even the little question mark block that you can kick out coins from have not been copyrighted? Or little turtles whose shell you can grab to throw it back at them?
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Oh I have another question. I can't decide whether or not I should make smaller 3D games to gain skill or incrementally add to a bigger 3D game. Like say I want to make a voxel sandbox game, should I just create a cube, texture it, then make more cubes, etc and then increment development? Or should I make a game that only uses a few cubes and then learn from that and then try to make a bigger game that is more complex say with like a terrain generator for cubes? Because then sure I end up with more games but that is also less time spent on the game I actually want to make. Which method do you all think is better? Building up my learning while adding to one large project or building up my learning by starting small projects and then incrementally making bigger ones?
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@Riztro Perhaps using Trello @ www.trello.com could help you to put all the ideas or project you had in mind onto a board, and allow yourself to work on it in small steps. I have been using this for a while, heck it even helps me sort out what I need for baby stuff for the extra family member with my family!

Let this board give you a big picture of the game you had in mind about small cubes on one card, another card for texture with some ideas about it, another card for movement, of cubes, etc. This may help you without feeling overwhelming as I can sense in the questions you asking. The additional thing about Trello, it has some predefined lists to hold these cards into good meanful categories to be done, current work and done! piles.

If your ready about this game, you can enable sharing with other people later by inviting them to see what you have accomplished.

Hope this suggestion helps.
Peter.
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[quote name='Fredericvo' timestamp='1342789202' post='4961312']
Do you mean even the little question mark block that you can kick out coins from have not been copyrighted? Or little turtles whose shell you can grab to throw it back at them?
[/quote]

That's exactly what I mean.
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[quote name='Peter Taylor' timestamp='1342824544' post='4961499']
@Riztro Perhaps using Trello @ www.trello.com could help you to put all the ideas or project you had in mind onto a board, and allow yourself to work on it in small steps. I have been using this for a while, heck it even helps me sort out what I need for baby stuff for the extra family member with my family!

Let this board give you a big picture of the game you had in mind about small cubes on one card, another card for texture with some ideas about it, another card for movement, of cubes, etc. This may help you without feeling overwhelming as I can sense in the questions you asking. The additional thing about Trello, it has some predefined lists to hold these cards into good meanful categories to be done, current work and done! piles.

If your ready about this game, you can enable sharing with other people later by inviting them to see what you have accomplished.

Hope this suggestion helps.
Peter.
[/quote]

So you suggest just breaking up a bigger project? :) No small projects?
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