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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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NucleiN

What should I think of to get around being sued

3 posts in this topic

So currently I'm in the middle of creating a game, and I'v come so far as to where I will have to begin making the textures and writing a detailed story.
So a little background:
I'm developing a game in Unity3d based off the legend of Robin Hood. I'v looked in to the possible problems with this and what I've found there won't be a problem as long as I don't copy other people who has made similar games or movies/books based on the legend. The graphics will be are kind of similar to the minecraft characters only that I've made it possible to bend the arm, to make more advanced movement possible. This might not be a problem but i would also like to use the same pixelated textures as minecraft, not copy but quite similar. The characters will be the only thing similar to minecraft. But what I've understood is notch and mojang not against other people using similar art style and graphics.
Since I'm new to this I'm kind of just wondering if anyone has any tips on what to stay away from.

Best Regards,
Daniel
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Nobody (not even your lawyer) will be able to give you a reliable answer, because you can be sued on almost everything that is reasonable or unreasonable. In some countries, you can even be sued on things that are obviously of fraudulent nature.

Also, in some countries, every crap can be patented (such as a big floating arrow).

Generally, though, if what you make is not obviously copied/stolen and not of such a nature that it could be easily confused with something else, you are usually good.

That means, if your game [i]looks and feels like[/i] Minecraft, you are likely to get into trouble, but "some pixelated textures" and "some kind of blocky guys" probably won't get you sued (if it's not a voxel game where you can dig and build).

Otherwise, any game that uses textured triangles to draw a terrain and characters would risk being sued by someone who has done that before. Or any game where you control a character that swings a sword would bear the risk of getting sued. Obviously, that's kind of nonsensical. Edited by samoth
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I'm very thankful for your answers and it's probably like you said, frob, it will never make it to market, but I do like to be prepared ;)

Thank you :)

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