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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. http://www.youtube.com/watch?v=m5P-KarDW_8&feature=youtu.be   Game mockup I've been tinkering away on...
  2. Make sure you view that image at original size to get the proper pixel goodness :D
  3. Hey thanks for the ideas guys. My first thought was to get into that old WAD hacking but was afraid it'd be a painful outdated process. I'll look into those new tools though and Unity sounds good too, the Pro edition wouldn't be needed for something simple like this would it?   Here's a pic of what I'm doing. A pixelized Warhammer 40K Space Hulk shooter :) (Yes I know about GW's mighty banhammer)  
  4. Hiya guys,   I'm looking to throw together a quick little shooter on the same tech level as Doom, Duke 3d etc. Wondering what tools you'd recommened to do this as easily as possible. I just want to throw my own sprites in there really.   Cheers!
  5. Hey guys! Come follow the development of our game, Junkers at our blog! We're also on the lookout for any talented music and sound effects composers interested in contributing. Junkers video test!
  6. I agree that you would probably have to lock on to the opponent Yvanhoe. In a real fight it's not that easy to dance around strafing and spinning like in an fps. And if you tried that you'd probably get a sword in the back. I'm worried though that if you have to lock onto an opponent things might get a bit repetitive. Lock onto enemy, *clash, bang, kill*, lock onto next enemy *clash, bang, kill*. And what about being ganged up on? A medieval melee isn't exactly an organized affair with individual combatants squaring off with each other :) Some of the games mentioned look like they have some solid mechanics, Mount & Blade looks interesting. But to me they still all look to...floaty...haha...No real weight to it. Too much hit & run type stuff. I'm obsessed with the look and feel of things. Ugh...Maybe this is why no one really tries to pull this off :P
  7. Thanks for the input guys. I agree that any FPS HtH game would need to have a training component, but this could be done in a fun way. For some reason I've always enjoyed the training levels at the start of a fps game. One thing that I don't like about more complexed fighting systems is that you have to think about what controls you need to use. In real life if someone overhead swings at you you will instinctively move to block or dodge it, you don't really think about it. But in a game you have to recognize the type of attack coming, then think what combination of controls you have to press to counter it and then press them in time. It's like an extra step you have to make that clutters things up and haves you fighting the controls. Unless you spend a lot of time practicing, which usually isn't fun. Or maybe I'm just not very skilled hehe :P What your suggesting Randomnature sounds like the combat from KOTOR, which is basically what I have in mind, except with more player input. The player would decide when to strike, when to defend and when to perform a special action. Which depending on the situation, or an opportunity presented could be a variety of things. Depending on how well you time these actions the computer will play the appropriate animations. Here's a simple example of what I have in mind, Player is charged by enemy. Enemy swings at player. Player hits the defend button, but doesn't time it perfectly. The enemy swing is blocked but player is put off balance and is open to be attacked again. Enemy swings again. Player is off balance from the previous attack so it'll be even harder to time this defend perfectly. Player mistimes the defend action and is wounded, falling to one knee. Enemy gets an 'opening' for a special action which he times successfully and delivers a deathblow, lopping off his head. A very one sided battle :D But I'm gearing this for a medieval set game so fast brutal fights is what I have in mind. Also if a fight can end so quickly and decisively, I think it could add a lot of excitement and tension. Especially if a fight does drag on a bit longer, knowing that a string of poor timings can spell doom. And being set in the middle-ages with hopefully somewhat realistic or believable fighting, I wouldn't have to worry about flying through the air matrix stuff, wild kicks and other complex or fancy moves. In the end though any HtH system will require and be decided by tons of playtesting. Especially when it's the main aspect of the game. Still love to hear any ideas people have!
  8. I don't think there has been a fps game so far that has featured a well working HtH system. Most of the time it devolves into a Half-Life crowbar fight. Any ideas on what would be a good fps HtH system? An idea I thought might work is simplifying the whole thing a bit. Perhaps the only commands are attack, block and a special action. And instead of having complex combos it is up to the timings of these 3 commands that decides the fight. Say an enemy swings his sword at you, if you hit the block command at the right time you could parry his sword and create an opening for an attack command, which depending on how well you time that will succeed or not. Mistimings could result in a failed block or a weak attack. Also a string of well timed or mistimed actions could swing a 'momentum' factor, which might make it harder or easier to time actions or perhaps effect the characters psychologically. Then there's the problems of whether you have to 'lock-on' to an enemy and how to deal with multiple characters fighting each other simultaneously and a ton of other things I'm sure. Anyway I thought that basic idea might be fun. Hopefully look more realistic or at least cooler than a Half-Life crowbar fight.