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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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41 posts in this topic

[quote name='dtg108' timestamp='1352681947' post='5000064']
They dated all the way back to the late 1300s, early 1400s. I would love to see a slender game with a story.
[/quote]
1300s? wow, not sure I know where exactly that is at in regards to advances in society and cultures chronologically, what cultures where telling these stories?
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I mean, 1300 a.d. that's gotta be at least during the crusades, definantly before the Chinese discovered how to weaponize black powder....Rome had fallen by then....interesting.
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[quote name='dtg108' timestamp='1352682914' post='5000075']
The culture was actually Germany.
[/quote]

figures Egyptian, Greek, Native American, and Norse mythology you hear about, Chinese less so. German mythology seems non existent by comparison. I only know of a few myths that are originally German.
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[quote name='ThisIsAUsername' timestamp='1352683634' post='5000079']
I only know of a few myths that are originally German.
[/quote] Yea, that's one of the only ones I know, too. Man, this thread has become a history lesson.
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[quote name='dtg108' timestamp='1352684054' post='5000081']
Man, this thread has become a history lesson.
[/quote]
I came to have a work in progress reviewed, I left with greater understanding of the German boogeyman. hah....behold, the power of the internet.
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[quote name='ThisIsAUsername' timestamp='1352684271' post='5000083']
I came to have a work in progress reviewed, I left with greater understanding of the German boogeyman. hah....behold, the power of the internet.
[/quote] And I learned that medieval games with monsters do work!
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I like the concept of the story, but there is something that doesn't seem correct.

If I understand correctly, the player character has a large, invisible monster stalking him and wherever the he goes the monster follows and wreaths havoc on the innocent. The player will be able to choose either exile or risk the lives of the innocent in order to live within society.

With this information in mind, what I don't understand is what is the purpose of the monster? If the monster's purpose is to kill and destroy and the player chooses exile, then why does the monster keep stalking the player if it's going to prevent it from killing and destroying?

One idea that came to mind was to either create some sort of "bond" between the monster YOU created and the player (In this context the word "bond" doesn't necessarily pertain to a romance or friendship) or you can look at various spirits/creatures/monsters in the history of lore/mythology and choose one that best suits your needs, as suggested by [b]dtg108[/b].

For me, the first creature that came to mind was the [url="http://en.wikipedia.org/wiki/Doppelgänger"]doppelgänger[/url], also known as our evil twin [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img]

Hope this helps
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[quote name='dtg108' timestamp='1352680499' post='5000055']
Believe it or not, there have been stories of the Slender back in those times, tales of a tall man with long arms that stalked people.
[/quote]
Are you talking about Der GroBmann?
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[quote name='AChillyDog' timestamp='1353847918' post='5003930']
Are you talking about Der GroBmann?
[/quote] That's the one!
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[quote name='AChillyDog' timestamp='1353847918' post='5003930']
Are you talking about Der GroBmann?
[/quote] That's the one!
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[quote name='dtg108' timestamp='1353986517' post='5004399']
[quote name='AChillyDog' timestamp='1353847918' post='5003930']
Are you talking about Der GroBmann?
[/quote] That's the one!
[/quote]
I'm german and I never heard about this myth, lol. That's the funny thing about the internet. There was [url="http://en.wikipedia.org/wiki/Carl_Gro%C3%9Fmann"]Carl Großmann[/url], a serial killer, while Groß=tall and Mann=man, therefore maybe tall man. The funny things about myth is, that once a thought is started, other will pick it up and credit new features to it.

The german bogeyman is [i]Der schwarze Mann [/i](the black man, this refers [i]not [/i]to the skin color, more to a man in the dark shadows etc.). Edited by Ashaman73
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[quote name='Ashaman73' timestamp='1354003287' post='5004438']
Groß=tall and Mann=man
[/quote] Exactly, Slenderman was tall.
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it's a very cool story idea, and yes, it's unique for a videogame, anyway.

Could be interesting to create this alternate version: the monster comes from the future, multiple parallel worlds, time riddles and so on.
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[quote]The Game is as follows:
...[/quote]
This list reminds me of all those "Let's make a game that's like XXX, but better!" ideas. Nothing innovative in it, nothing that grabs your attention, a lot of wishful thinking though probably without any real thought going into those would be killer features. Edited by eugene2k
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[quote name='eugene2k' timestamp='1355820385' post='5011961']
[quote]The Game is as follows:
...[/quote]
This list reminds me of all those "Let's make a game that's like XXX, but better!" ideas. Nothing innovative in it, nothing that grabs your attention, a lot of wishful thinking though probably without any real thought going into those would be killer features.
[/quote]

this thread was dead, there was no need to make another post telling them that they're not innovative, and probably won't bother to do anything with the thought. In fact, it's rather rude.
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