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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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RonaldRasStudent

I need some advice

3 posts in this topic

Hello! I'm working on a game interface course and would like some overall advice.
Let's say your game interface is centered on a heroic doctor in a hospital full of chaos. Your mission is to kill monsters with guns, and throwing projectiles. This game is on the Xbox 360. Command function is triggered by pressing the LT button to aim, and RT button to fire. To throw projectiles you press the LB button. To pick up objects you walk up to an object and press the X button. When you grapple with a monster you either press the LT and RT simultaneously, or you press the A button. Depending on the situation. This is an action/adventure game. I need to know if my functions will make easy game play.
What are your thoughts and recommendations? I am open to new ideas!
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Well, I don't see anything wrong with the layout you have planned, I think it would work just fine :)

P.S. If I got it right, you're going to have some quicktime events, if so make sure to test layouts for them and make sure it's nor too easy to pull one of, nor too hard for the player to complete it.
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Thanks for responding to my post.

Yes I will have some quicktime events. Thanks for the advice on this. Do you have any other advice for me?
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Some good advice that was taught to me was this: while making sure the game is fun to play, make sure the controls don't distract the character from the game. Because if the controls are too distracting or take to long to learn, nobody would play it. However,if you change the controls a bit but not to much to make the player confused, it will all be good. I think you did a good job.
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