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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 Rybo5001

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  1. I'm trying to think of a good way of calculating/showing an NPCs opinion of someone else (whether that be another npc or the player).   Games like Crusader Kings use a plus/minus of reasons but it can feel shallow   +50 - Has a nice face -50 - Tried to kill me   Doesn't quite represent truly the complex relationships and opinions humans can have.   I thought of having several of these in one. For example one measurement of how much they like you personally, a measurement of how much they like what you do, a measurement of how much they agree with actions you've taken.   E.g   Personality opinion: +5 Friendly, - 10 Short temper Actions opinion: -10 Insulted me   But I'm looking for a nicer solution that just more numbers.   Any ideas or suggestions?
  2. In the Sims your characters has relationships with other characters.   This relationship is measure from -100 to +100 based on the actions you do.   I'd love to discuss a more complex design where relationships aren't simply a number but something much more meaningful but I'm at a loss for ideas on how a system like this would work.
  3. Just to add, I think this book is amazing, one of the best I've read
  4. Your idea sounds similar to the multiplayer in The Legend of Zelda: Phantom Hourglass, look it up and you might get some inspiration
  5. I don't think I've ever heard of a freelance game designer, most people need to be internal to fully understand the idea and be able to flesh out the idea.
  6. This isn't a design topic but I'll answer you anyway. From a programming perspective here is little difference. Calling functions is just as normal but with appending the function name with '2D'. In editor you'll find a new GameObject called Sprite which has a SpriteRenderer, identical to an object with a MeshRenderer really. My advice: just play around with it.
  7. Is your game called Vague?
  8. It's an interesting concept, I feel like the morbidness of a Voodoo doll is a little at odds with the silly cute storyline, paticually in your art.
  9. This isn't a game design question, this is essentially "How do you program?" Choose a language or an engine, follow some tutorials.
  10. This question is strange, you're basically comparing completely different things.   It would be like me saying "I've got an idea for a game set in space. Should I make it an FPS or a top-down strategy?" - it makes no sense, the fundamental underlining gameplay is missing from your idea thus you don't really have a game idea at all.
  11. As others have said, limiting it seems odd and unnecessary.   Also on that point your system is flawed; by storing the names and dialogue together you're limiting what can be done. What if I have this: 1) Jon; Hello there! 2) Bob; Why hello to you too! What if I want Bob to say "Hello there!" instead? In a normal system, I would just get Bob and the dialogue, but in your system I would have to store every piece of dialogue twice so that both people can say each thing.
  12. Are you talking about Pang or Pong? If Pang, ball collisions are probably a good idea.   If Pong, I would say yes as multi-ball scenarios are usually meant to be chaotic.
  13. How about....every game ever.   You seem to be confused thinking that boss battles are an MMO thing.
  14. Why not use http://translate.google.com/; type in one of those words and then base the name on the result.   Murder is asesinato in spanish, so maybe her name could be Aseso or something.
  15. The story sounds very interesting.   The game sounds very boring.