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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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jamesleighe

Game Design Crysis!

12 posts in this topic

I have been working on a game engine and I have spent so much time on that I now have no idea what kind of game I want to make!

Here are a few basic points I have been working on:
* Simple
* 3D
* Multiplayer
* Random Terrain?
* AI's?

As you can see from my extensive list I have absolutely no idea what I'm doing!
Another major issue is that I don't have allot of money to throw into art so most of the modelling and animating I will have to do on my own.

I have no trouble coming up with ideas assuming I had some money but I do not... So could some of your game design brains point me in the right direction?!

(also if you help me design a game I would credit you and give you a portion of any money made which will more than likely be none)

Thanks
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Yeah but code what? I have coded the engine and stuff but now what kind of game should I code?

EDIT: If you mean code one of my ideas that would require allot of funding that's probably not a good idea because I doubt I'm going to come across enough money to finish it and the coding itself would take months of hard work. Edited by James Leighe
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Yeah by allot of funding I mean they would require things like models and animations and art lol.

It's difficult to distill a game idea so much that you don't need allot of the aforementioned things and I have been trying but maybe not hard enough.

EDIT: Your game looks like it could be really cool btw. Edited by James Leighe
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[quote name='Bluefirehawk' timestamp='1352705852' post='5000147']
Don't, just don't do that. Don't make engines, make games. There are limitations on how flexible and game indipendent an engine can be, that's what the professionals say. You have a hard time not doing a fps with the unreal engine. There are always game related assumptions that sink down to the engine. If you do an engine yourself, you'll see that you can vastly simplify subparts compared to professional engines.
[/quote]
I agree that making an engine is generally a bad idea because it takes so long and can lock you into a specific type of game. But I learned allot doing it and am a much better programmer now at least, so it's not a total waste. Having said that the only major assumption in the engine that probably can't change is that the game is 3D.

[quote name='Bluefirehawk' timestamp='1352705852' post='5000147']
I am a bit confused in what you'd like from us. If you have ideas, then write about them. The "game design brains" may help you simplifying your idea and give some feedback.
[/quote]
I'll try and flesh out my ideas a bit on paper and post them here tomorrow.

[quote name='Bluefirehawk' timestamp='1352705852' post='5000147']
Yes?! And what do you expect to get for your gameengine? Top notch quality artwork, models and textures? You are a hobbyist. I know you don't like that thought (neither do I), your game probably won't look as good as you have it in your head. You don't have the professional artists that realize your dream.
[/quote]
Oh I realize this for sure, I will probably have to make the assets myself and I'm no master artist. So I need some kind of game where the art assets are simple enough that even I could make them.

[quote name='Bluefirehawk' timestamp='1352705852' post='5000147']
You already talk about models as if it is a IEEE normed construct that you need to aquire. You don't know what you are doing, because you don't know what game you want to make, you have no target.
[/quote]
No I was just mentioning them because I was having trouble thinking of a game that requires very light art assets.

[quote name='Bluefirehawk' timestamp='1352705852' post='5000147']
It worries me a bit that you wrote about the engine and then a bit about what the engine consumes. A game is more than engine and models, it should be fun, have mechanics, be challenging...
[/quote]
Absolutely! Unfortunately I'm having trouble with that part.

I think you can agree that it's hard to make a game with the constraint of having very light art assets which is why I was mentioning models and whatnot. But in the end yes, whatever game I make will use models of some sort, this is a constraint. I realize that I could use another engine and make a different game but I would like it to be 3D.

Also thank all you guys for your feedback so far! Edited by James Leighe
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