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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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  1. Ok, I might as well help out. Basically, it's english - english words and syntax etc - but with a different alphabet? I'm not really that experienced with pictograms (thats when one character = word, like Chinese, right?) but I could give it a go if I know what words you'd be using. Alternatively I could do something like Proto-Sinaic- thats where it has a phonetic (ish) alphabet, but each letter on its own represents something as well. eg: nun has a phonetic n, but means "snake." You choose. [url]http://www.ancientscripts.com/protosinaitic.html[/url] Thanks for the booklet thingy btw - it'll help for when I'm doing the Illinian language later on. :p
  2. try google. renderosity has some ok ones - esp. for poser or dazstudio planet3d and 3dcafe are good places for little free things. (soz ive forgotten the urls - ull have to do a google search)
  3. Aeneid book IV - esp. the bit when Dido is commiting suicide (i read it in Latin for an exam and just got hooked onto it) To Kill a mockingbird is probably the strongest thing I've read. The court scene in it is just unforgettable! The rising (it was a film) The Way (an rpg with a flawless storyline - go to crestfallen.us) Although, most of the stories I come up with are based strongly on classical mythology. Its not very obvious, but its probably the closest thing to my work.
  4. Zed, your idea's a little weird IMO. What do you think of mine: Sam wakes up in hospital, but can't remember anything about her beforelife apart from the face of a little girl. This face sticks in her all the time, threatening and taunting, so eventually she goes to ask someone who it is that she can see. They tell her it was a girl who lived a long time ago, and killed her mother because social pressure told her to (her mother had some form of defect - you can choose what). It turns out that Sam has had an eye-transplant from this mother's preserved eyes. In a dream, she sees the girl knife her, and when she wakes up, she is in an old rural village. While she is here, the visions stop, as she is in the same time period as the girl. She must find something to cure the mothers defect before her daughter is forced to kill her, and then persuade the community not to pressure the daughter to kill her. Of course, when she returns to her time, Sam recieves a different set of eyes (as now that the mother was not dead, ... get the idea) I'm sorry if that doesnt quite fit or something ....
  5. Here's what I do: 1. Create characters. You should know your characters as well as you know yourself, maybe better. Know their relationships with each other. Know how they talk, their personality, even small things such as what their favourite colour is. The personality of the characters and their feelings should also be made known to the player (unless you are deliberately distancing the player from the characters for symbolic purposes). 2. Create a setting. Once again, know it fully. 3. Throw the characters into the setting, and create an imbalance. That will get the story moving. The rest of the story can be worked out from "What would Daryavush do next" or "What would Cyra say next" sort of questions. Do not make the characters do things against their nature for the sake of storyline, unless the player is distanced from the characters A LOT 4. Ask yourself this: Why are you telling the story? Is it to raise awareness about some social or polital issue? Or is simply to shock the ppl, or make them laugh etc? Make sure that whatever it is, it actually happens!
  6. Hi. I wasn't sure where to post this, here seems reasonable. If any of you have a fantasy game setting thingy, and you need some mystical language for some race (or whatever) I can help you! I have already designed one Conlang (constructed language) fully (and am now writing up a grammar reference document about it) called Armavian. I also have 4 alphabets - one for Armavian, one for Illinian, one for Assurian and one for Kardhagholian. If you want to use a conlang in your game just email (not PM) me saying what you need (alphabet, grammar, lexicon etc) and what it should be based on (I based Armavian on Persian and Greek, for example). Thanks
  7. First of all I'm sorry I couldn't find the "New Poll" or whatever button so you'll have to reply saying "Option 1" or whatever. Neway, my friend and I are making this strategy game - like a fantasy one. Only, we've come to a little disagreement on the engine. His idea The entire world in a massive huge scale RTS. Like AOE or Empire Earth (it's going to be 3D), but scaled up massively. And with a higher population limit. You will controll the King only (like RPG) and give orders by letters that you will send to people. You have scouts painting pictures of whatever's going on on the borders, and they take time to reach your palace and give you your news. During battles you go into RPG mode, and give orders by writing letters to units, and fight yourself. My idea Basically, this combines the RTW and the Civ3 systems - in that you have cities, and build stuff in them per turn, but the provinces are determined by the economic radii of the cities. When a city grows, its radius grows. These also determine the borders. However, there is also the option to build new cities, like Settlers in Civ series. And you also get nomadic civilisations, who can't build cities, but can build nomad camps, which are like mobile cities (but with a smaller radius and population). You have a certain degree of design in what you want cities to look like: i.e: You can choose where buildings go, what they look like etc. Battles are done pretty much exactly like in RTW but with a few differences (more options for formations, command whether to use melee or ranged etc) So what are your thoughts?