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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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About Karnot

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  1. How come this forum suddenly doesnt support paragraphs anymore ? My posts come out as solid blocks of text. - I never said i was DESIGNING game by a vote. - >Think of a online shopping cart - they don't need a separate bank account for each item they have in the store. - I dont think it is a good analogy, because in shops - no matter how many items i put in my "basket" - no money actually change hands, until i make the purchase, which is when i pay the whole price in one go. >Instead, I'd have players buy "coins" or whatever, in chunks of (for example) $5, $10, and $20, and pay the credit card costs on that. What would be the title of the software package that will allow me to set it up like that ? Also, what you suggest is, in my mind, more suitable for pre-purchasing, or, say, some limited time exclusivity for a piece of DLC, but not exactly what i want to achieve. What i want is basically what Kickstarter does, except not on Kickstarter, and on much smaller scale.
  2. Basically, let's say i have an account to accept donations, money for purchases of my games, etc. What i want to do, is set up a system, where people (say, in a special thread on my forum) pay, like, 25c, to vote me making a change in my game, or creating and adding a piece of content of a particular nature/theme. And when any such idea gets, say, 20$ total - i act on that and make the change that was voted in. Otherwise, after a certain time has passed, each 50c donation is returned to sender. The question is, say i have 10 forum threads with such voting installed - would i need a separate account for each "tip jar" ? Do i need to talk to a bank manager, or can you just do such things online these days ? Will said bank manager even understand what i want, or be bothered to do such a thing for such small sums ? Or is it really, as i think at the moment, much, MUCH more trouble than it's worth ?
  3. And you have nothing to contribute, so why did you bother replying ?   Slick animation is not the point.
  4. I dont particularly want or not want an icon, i was just asking you to elaborate, is all.   Sure. But what if he didnt play for a week, and forgets what are the specifics of each weapon ? Would it be acceptable to make him "test it out" all over again ?   Up to four.
  5. Yes, and then i said it is a good idea but what if you have one automatic gun that will splurge bullets all over an armour plate from 50 meters away, and one that will hit an area of 1/3 of armour plate from the same distance ? It's still not very accurate, so how will you point out the difference with an icon or two (presumably) or an assigned category ? Or what you are suggesting is to just let players textually write their own description for every weapon ?
  6. I'm...not sure i see where you are going with this. Anyway, basically all characters will be cyborgs, carrying large armour plates on their persons. One plate will cover the chest, another will cover abdomen, a large tall piece of armour will be mounted on the shoulder and\or arm, etc.
  7. I like this one. Stick to my original idea, but leave rating the weapons to the players themselves. I do like this, but i think it will be a bit hard to integrate into my setting, as there wont be too many armour types as such. Well, basically there are couple levels of normal armour and an anti-beam kind. And absolute most weapons will not be beams. So, let's say i have here 3 machineguns, which vary in their rate of fire, caliber, and spread. What icons or categories can you come up with to assign them to, so it could be gleaned and used quickly ?
  8.   And you shall. By seeing bullet dents decals, or cracks, or even outright holes.   Well, no, not as such. What i want is to hide the mechanics' numbers from the players, thereby forcing them to rely on empirical data. It is realistic, in a sense, though.   I could. What you've given me, is a very clean and neat idea, and i may well end up using something like this, but firstly, it's probably a little too clean cut, for how do you show that a machinegun with a large bullet spread has to hit one area with 12 bullets to punch through ? Secondly, if i was to use this, i may as well just put a number in a tooltip, for what would the difference be ?   That was sort of my point, will people get tired of something like this instantly ? Like that stupid constellation UI bit in Skyrim ? Nice to look at but super annoying to actually use.
  9. Well, to answer your last question it wouldnt really matter how much damage the weapon actually does, as the main obstacle to eliminating the enemy will be the armour, as long as that is disposed of - there will be grievous damage inflicted. As for the model - yes, i am hoping to make it that complex, although it wont be that obvious visually in the actual game. I am thinking of having 5 hotspots per armour plate, so hitting one area will actually penetrate or weaken it in that particular spot.
  10. Imagine you playing a slow-paced shooty game, all your enemies wear heavy armour, you have an inventory with multiple guns in it, but instead of showing you a tooltip with weapon damage numbers - there is a small button labeled "test". If you push this button, a window appears, in which you can see a fixated weapon and a machine that slides armour plates before it, one after another. Then the gun shoots the plates and you can observe what a particular gun will do to an armoured foe, and a magnitude of its effect. For instance a particular weapon might pierce the armour easily or dent it, crack and shatter it or bounce, melt it or reflect.   Obviously after some time in the game, you, the player, will be able to generally predict what a particular weapon would do, but would it remain too much of "style over substance" ? A neat visual idea, but a bad design and interface choice ?
  11. Well, that is a question...if i have a set of rules and values that describe a situation within the game, should i make it so that the game also recognizes that situation ? Basically there is really no point for the game to detect "this is a crossfire", the maneuver is supposed to simply work based on the scripting of the enemy reaction.
  12. I was thinking, maybe i should dig deeper into CCG mechanics, and make each "hint card" only usable once per combat encounter ? That will suggest to the player that variety is the only way, instead of repeating the same trick over and over.
  13. >you have to place all the UI assets at some world position never seen from within the game   Is it done in a different way in other popular engines ? I.e. UE, CryE, etc ?
  14. So there is a very tactical combat-heavy game, in which you gain advantage over enemy by teamwork. Creating situations for crossfires, ambushes, and so on. And you do this by chaining actions for your soldiers. So to help the player i have these "collectable hint cards", which you find in the world, and which not only tell you how to set up an ambush (for example) using the game specific rules, but will also automate the actions for the player. In other words, you click on an "Ambush" card, then on an enemy you wish to ambush, and the game just highlights the spots where you should place your forces, and when you do they automatically set up a proper ambush. The player could do this manually, but using the "hint cards" will, hopefully, give players an idea of what can and can not be done within game rules.   So my thoughts are, to the end of teaching the players a more advanced tricks, should i put some small bonuses on "hint cards" ? For example, you could easily create a crossfire situation on your own, but if you use a crossfire "hint card" you get +10% bonus xp. But then, maybe it will lead to the players hunting down the cards, instead of using them as literal "HINTS" ? Wouldnt it be better to put a -10% bonus something on "hint cards" ? Would that make the players not rely on them as much, or would it just make them an annoyance to use ?