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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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pintee

Anybody play Kingdom of Loathing?

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Why I'm asking is, I heard KoL has a multiplayer dungeon hobopolis and I am interested in finding out what the mechanics of this multiplayer dungeon are so that I might implement one in my own game. I am too much of a noob/lack the inclination to get into a clan in order to access hobopolis, so I was wondering if anyone here has played in hobopolis before and would be kind enough to dish on how it is setup(I can't put a finger on the finer details of implementation - for example can players venture off from the group - and how do you account for that??). Thank you for taking the time to read this, and I hope to hear of some of your experiences. smile.png

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When you say there are a set number of monsters, do you mean the monsters in the dungeon are common to all players(so multiple players can encounter the same monster instance - just like in a shared 3D world such as world of warcraft), or do you mean there is a goal for the number of monsters to kill and the monsters are randomly generated single player encounters like in the rest of the game. If you mean the former.....how does kol represent this situation....a player, say myself, goes to a location where there is a monster. I then engage the monster in combat. If another player goes to this location while i am battling this monster does it tell you this in the game, and can this other player help fight the monster? Is there any player to player interaction? For example I read somewhere that you can free fellow clan members when they get captured by CHUMS.

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The latter. Eg if a player clicks on Hobopolis Town Square they'll get to fight their own randomly generated hobo, until the requisite number have been killed at which point the next player to click on that area will encounter Hodgman, the final boss. This means the total number of hobos killed can go over the threshold, because it's possible for more than one player to be in a fight at once, and they're each fighting their own monster. Only one player can fight a boss, though. If another player tries to enter combat while the boss fight is still in progress they'll be told that the boss is busy, eg: http://kol.coldfront.net/thekolwiki/index.php/Not_Now! There are ways for players to interact with each other to kill larger numbers of hobos at once, eg: http://kol.coldfront.net/thekolwiki/index.php/Attention_--_A_Tent!
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