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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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Roziel

Finding or making an engine?

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So I got bit by a bug of an idea for a game I hopefully want to make for an eventual portfolio or to sell open market. Unfortunetly I have to admit that I am pretty much starting from scratch on the programming side. I am switching gears from medical to computers and am back in college to get a degree, but that is still 4 years from now.

 

My eventual game will be a sprite based 2d action adventure the same type as classic zelda games such as "link to the past". However I plan to add a much more freeform world sandbox playstyle in the vein of Skyrim and other sandbox rpg games. I also plan to add things like crafting and enchanting. Basically a bunch of stuff I haven't seen any isometric 2d sprite or 3d model game do.

 

So my question is, is there a good action adventure engines out there that can handle a lot of custom modding or would it be easier to just plan to eventually build my own engine?

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So my question is, is there a good action adventure engines out there that can handle a lot of custom modding or would it be easier to just plan to eventually build my own engine?

 

There's one called Torque 2D that recently went open source, I hear. Used to cost money. Comes with the box2D physics engine built in. Haven't checked it out myself, but I've seen a lot of people recommend it.

 

And no, it's never easier to build your own. It takes a looooong time. I've been working on mine for months (for a game similar to the one you want to build, except it's a sidescroller--think Castlevania/Super Metroid, but with heavy RPG elements). That's not to say there's no benefit in doing it yourself--you'll learn a lot more, you'll be sure it does exactly what you need it to without a bunch of unused/unwanted features, and it's fun, too.

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