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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.

Jcis

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  1. I think the best way to enter parley mode during battle is the way Oblivion does it, by keeping defensive stance without attacking for a little while, maybe 10 seconds on defensive stance may be enough to trigger parley mode. If I remember correctly this can only be done in Oblivion when the NPC attacking you is one (or many) imperial guard/s.
  2. Did you see the movie The Last Airbender (2010) or the series? In this case there are 4 nations Earth/Fire/Water/Air and in order for the Avatar to learn each ability he needs to travel to each nation and learn it from the corresponding master/s.   The same way dragonborn was unique among others in TES Skyrim, the same happen with the Avatar, there is no other like him, at least at that time in history, I think this is something that makes the player be more interested, more fascinated, just an idea to have in mind when creating a story.   I think there is something missing in role/magic games like TES/The Witcher/Age of Dragons, in this games the player needs to work hard to gain new skills but applying/using them is as simple as pressing a button, so what do you think (leaving for a moment the magic skill learning process behind) about the player  making series of things (different key combinations for example) to unleash a given Spell, like the key combos in Indygo Prophecy/Farenheit, or else: the typical moving bar metter usually found in tennis games or golf games, if you fail to click your mouse when the bar gets to a certain point then the spell will fail, like this you could control spell power also if you want. It could be real time fighting or turn based attacks, something like in Pokemon. All these are very nice topics for brainstorming, fascinating stuff.