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      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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Hussain Murtaza

Suggestion needed on a new project (RPG game)

3 posts in this topic

Ok I am a newbie to XNA. I have created 2 games in 2d. One is a space-shooter game and other is a ping pong game. Now I want to create a 2d rpg game. I want to create it like DBZ buu fury(gba) type rpg game in XNA. So any suggestion on how should I start.

Any advice or suggestions are open.

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It's a bit of an open ended question, really - do you want to know how to make XNA games? Then you should probably do a small project in XNA before you get started on this one (google for a few tutorials and make a snake game just to get a feel for the framework).

 

As for the actual rpg I think you might want to learn some scripting before you get started on something like that. It'll help you craft NPC interactions faster, for one thing.

 

Since you already made two games I'll spare you the whole "lower your expectations" speech but an rpg of any scale is still pretty ambitious in my opinion - if I was you I'd tackle something more along the lines of a tetris or mario clone.

Nobody likes working on something for a year then having to ditch it - completing 5 small games is better than abandoning 1 large one, if only for your morale.

Complexity will increase as your experience does, so don't sweat it :)

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thanks...but I am not planning on a large project...I am just going to create one level...where player fights with the computer in 2d....as I am not planning on something big until or unless I am in a team or I am getting paid for it. And i am only creating the game so that I can improve my gaming developing experience....

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you know what you want to make.

you've chosen a framework.

get the required compiler.

learn the required programming language if you haven't yet.

R.T.F.M. for XNA.

design

start coding

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