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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 good_fella

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  1. So, you seem to be describing the Matrix, and not a game that you could ever realistically make. Even making a driving simulator is a big task in itself. I suggest you just pick one element (driving, economic simulation, whatever) and try to make that, rather than shooting for some pie in the sky mmo. In no way would a real life simulator be fun. But if you could actually make it successfully, I'm sure the United States army, or some finance corp, would throw a lot of money at you. Goodluck!
  2. That's awesome guys, thanks. Yeah I guess I'll have to see how I go with the AI. Resource gathering seems simple enough, just not sure about having them build buildings, and trade/battle with other AI, expand to other planets, level up their tech tree, etc. I don't want all these far away planets to just hoard resources as that would seriously screw up the games economy. But yeah, maybe I'll only figure all this out by actually trying to do it. Will definitely check out Elite, sounds epic! Cheers!
  3. I am currently teaching myself Java, I would consider myself intermediate having done many tutorials, etc. I want to eventually make a space exploration and trading game. I had always assumed that I would need to create a "map" for the universe, and plan everything out before hand. But as a minecraft player, this got me thinking about making an infinite world that spawns new areas whenever you get close to the edge. Because I want a trading game, with planets having an economy and some AI (to build up defences and infrastructure, etc), I don't know if an infinite world is viable for the game I want to make? In minecraft, if you, for instance, plant a tree and then move far away from it, the tree won't grow because the chunk isn't loaded. Is this a CPU constraint or a GPU constraint? Because a GPU constraint doesn't matter as I don't need to have all these chunks rendered at the same time (and anyway my game will be a 2d map, not 3d environment like minecraft). I guess it's mostly a CPU constraint though, processing all the info of all these chunks (plants growing and such in minecraft). How would it work for a game where I wanted planets to continue to function no matter where the player is? So if a player travels to a far away primitive planet, then goes home, then much time passes and he returns and the same planet is high tec. Would that be feasible? Or would it put too much stress on the CPU? If the player played the game for a long time, and explored a lot, the game would get really bloated and slow wouldn't it? Or could I sort of stagger and or simply AI development? Like, guestimate what the AI would do in say 5 in game years and process that (for far away planets), rather than having it all process in real time? I'm still a long way off having the programming knowledge to actually make my game, but I'm just trying to make a design document for it atm and really want to lock in the foundations, ie, 2d vs 3d (almost certainly 2d, but aspirations for 3d -will be map only though, no 3d graphics- too noob to be dealing with the physics of 3d space combat atm), infinite world vs fixed preplanned maps, etc. What I'm thinking atm is an infinite 2d world, that exists only as a map, with markers that move around like a board game. But that functions in real time. Originally I was thinking Flash, but I'm finding that java has so much more docunmentation that it's so much easier to learn, but what do you reckon is more practical? ATM it's going to be single player, I'm hoping it could be browser based with a download option (but don't know how big the file would be yet if it's practical for browser, as well as server hosting costs, etc). Perhaps eventually it'll be multiplayer, but this would only be possible with major financial investment so unlikely. I'm just trying to create a game that I really want to play, that I feel hasn't been created yet (played EVE online, star wolves, sins of a solar empire, home world, and many other space exploration/trading games, not happy with any of them). So, further explanation of idea. Say you start in the centre, with a ship and a planet, player is at X chunk: OOO OXO OOO Then it will load chunks if when you get close to the edge: OOOO OOXO OOOO Etc, and possible in 3d, so imagine a layer of O's above and below that also get spawned. Each O might represent a solar system, or empty space, or an asteroid field, or a space station, etc. Randomly generated with a different % for each, and solar systems with different properties (number of planets, types of planets, type of star, etc). All the time planets AI will be working, so it can build up resources for the player to trade, build up defense for the player to fight, etc. But will this work if the potential number of planets is infinite? Maybe it would work if it was turn based instead of real time? (But then would the "turns" get too slow that the player would get frustrated?) And the planets would be doing things such as increasing population, building/upgrading structures, possibly trading with other AI (although this might be getting too complicated), expanding to other planets (again, maybe too complicated), and building up armies (space ships). Chunks that spawn things like asteroid fields, deep space, star stations, etc, don't need to be doing anything though. What do you reckon? Infinite or non-infinite? Granted this is just for early design phase, beyond theory I still don't know how to program an infinite world, but I want to really try and get an established design document going before I start coding any of this, and I know the design document will take quite awhile in itself. Infinite or non-infinite, what do you reckon?