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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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Shane C

A thread reboot?

2 posts in this topic

Something I'm becoming serious about is making a Final Fantasy VI like game. Not to the point that I get in trouble with Square for invading their copyrights, I just want to mimmic a good game enough to have a good game. Kind of like taking a Mario and making a Sonic.

I pretty much created a thread on this but it wasn't very helpful: http://www.gamedev.net/topic/648755-wasting-potential-and-seeking-cloning/. I wouldn't go so far to say there wasn't good advice in it, there probably was, it just wasn't really on the subject I was looking for, or wasn't very helpful to me. I'd like to maybe try rebooting the thread and focus solely on a few things I'm looking for:

1. In what order I should make the parts of the game.

2. I want the community to challenge me to do things that they think would be good.

3. (Bonus) Maybe have the community dissect a Final Fantasy game telling me what worked well, what didn't. I have my own opinions on this, but there's always the chance I might have overlooked something.

And by reboot, I mean have the thread I linked to locked and start over with a new thread, maybe. But where would I post it? For Beginners? The Lounge?

Maybe I'm thinking about this the wrong way, and should take the lack of advice as a sign the community doesn't know. But it's still a relevant topic - I mean, if someone is making a game like Final Fantasy VI, there are many aspects that can be discussed.

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Go ahead!


I'd recommend simply starting a new topic with a similar explanation to the one given here: link to the original topic, and clearly explain the different feedback that you're after.  You might even consider starting a completely separate topic for your third (bonus) question of attempting to dissect a Final Fantasy title.



As long as you're polite, explain yourself clearly, and don't flood the forum with too many very similar topics I think you'll find that people should respond pretty well.


But where would I post it? For Beginners? The Lounge?

Your first two points ("what order to make things in" and "being challenged by the community") are probably best suited to For Beginners.  A dissection of the existing games is probably best suited to Game Design.  You might also enquire about the story/world/dialogue in Writing For Games.



Hope that's helpful! smile.png


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