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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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Kiel368

Alternative minecraft

106 posts in this topic

This might sound really dumb, but couldn't you just make a Minecraft mod with giant players and mobs rather than writing a whole new game that tries to shrink the blocks?

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Sounds really dumb from the standpoint of making money on your own game.  But from a modding only standpoint, maybe it would work, who knows.

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I fear I may have come to this topic late as you seem well underway with development already. but from i can see in this thread theres a few people mentioning ideas i have been thinking about myself which would drastically improve mine craft. 

 

specifically the idea of moving around the map. the thing i really liked about minecraf was the machines people build and i think thats an element that needs more focus. also the idea of only be able to transport certains quantaties of material on your charachter and thus requiring vehicles/machines to help with transportation.

 

i imagine a game not so much focused on digging and placing blocks but more about assembling machines from wheels , drive shafts, power sources so on. I could also see the game not so much revolving around mining and crafting but salvaging elements from structures (say the games premise is that of a post apocalyptic world (standard zombie/mutant population) 

 

although some of the minecraft building elements would be present. the main aim of the game would be survive to aid your survival with machines. so machines for mining, gathering food, defending yourself. the idea of salvage would require alot more focus on seaching the surface of the world for ruined structures.

 

i also think the game would need much improved water simulation to minecraft and also posibly the element of wind. as these are both useful sources of power for transport or otherwise.

 

basically if you think of minecraft as lego. i think the world needs lego technics

 

 

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I watched a samurai movie yesterday called "13 Assassins".  They fortify this entire village into a big series of gags to take out a numerically superior enemy.  It made me wonder, if someone gives you a forest and a blade, how many weapons can you make out of that?  The answer is infinitely many; the question is how you can do that level of imagination justice in a game.  Any specific one of their gags could have been "canned" in a game, but how does a player invent their own gags?  For your contemplation.

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That sounds less helpful in email when the link isn't preserved.  I played a space station builder game a long time ago, I think it eventually became ShortHike.  I thought it was a much better builder game than anything I did in Minecraft Alpha.  That more recent game you've linked to, could have promise.  There are plenty of ways to do a builder game that don't involve voxels.  Part of why I hated MA so much is because I'd played several better IMO builder games in the past.  But I guess new generations of gamers don't know what I know, they just start playing with a blank slate.

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