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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 ruby-lang

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  1. I don't have much to add to the discussion except to point to this radical experiment on exploration vs constraints, Yuusha 30.
  2. Buy (or create through arduous research) a blueprint, take it with raw materials to a crafter. Works well with magic or high tech items.
  3. Sadly, it looks like it won't be happening soon: http://forums.java.net/jive/message.jspa?messageID=264462#264462
  4. Can't the two bystander groups be collapsed into one group? They seem to serve the same purpose. Or better yet, receive their own diagram. I think Sean covered most of the important points (I think the silhouettes look good, though, just make antagonist and protagonist be the same size to give the diagram a bit more symmetry) but I'd like to add that you should try to align all figures in an imaginary grid and keep as many arrows as possible straight vertical or horizontal. It will look much neater that way.
  5. Quote:Original post by Sneftel The manner in which bank account balances are stored (numbers rather than an individual pile of money) has little to do with the creation of money through loans, even though both could be described as "not real money". As for your question, the inherent value of any fiat currency is based on confidence in its stability. Because WoW does not have a closed economy, there is no basis for confidence in its currency. As for why effort does not automatically create wealth, see the broken window fallacy. Good points. I think what really irks me isn't so much that the representation of that money is completely virtual, but that, to come to that amount, erroneous calculations were applied on completely made-up numbers. This complete lack of transparency is the problem. To go back to my example, I can look up the stats of any sword, so I know its utility, and if I know what boss drops it, I can guesstimate the work required, so I can make informed decisions. I can give it a price. And is there any really closed economy in the world, besides perhaps North Korea? Governments have several mechanisms to control cash flow in the economy, so as you said, in the end it's a matter of trust. But I don't see why I should trust the Fed more than I should trust Blizzard.
  6. Half-baked, semi-philosophical post ahead. You've been warned. We've all seen lots of weeping and gnashing of teeth over how much wealth evaporated over the last few weeks, but if it disappeared, how much of it was real anyway? It seems now that by abusing tools like derivatives and leverage, bankers built these enormous sand castles that were several times larger than the real economy. If anything surprises me, it's how much they have left after reality reasserted itself. (although probably most of it was legally pilfered from people that now see they'd be richer if they had kept buried their money in the backyard) With that in mind, this thought came to me. The money I have in my retirement fund is probably just a few bytes in a database. Every year I receive a glossy report at home with a lot of numbers and a few stock photos of smiling families, and that's the only tangible thing I get for drawing a slightly lower net salary every month. (more numbers!) Anyway, to the question in the title. Why are stock options more real than the Blessed Blade of the Windseeker? At least I can see a graphical representation of my magical sword and use it to kill monsters faster. You don't have to go to an Ivy League school to get the Twin Blades of Azzinoth, but you have to spend a lot of effort to get them, or at least pay someone to get them. So why do so many people still see MMORPG gold like electronic Monopoly money? Why do people that keep sinking money in their underwater mortgages feel appalled to see a character sold on eBay for a couple thousand dollars?
  7. you should of been more comprehensive. they just werent using the cannon spelling
  8. I think your idea has merit, but see a few sticky points here. The first was mentioned before, how change classes affects equipment and other stats. Can your players completely respec their characters at their home base? If they can't, changing a high constitution, low wisdom tank fighter to mage may be possible, but not desirable. Second, identity, both self-identity and identifying other players. Usually, characters are primarily defined by their class. You are taking that away. Third, learning curve. Imagine you advance to level 99 with your fighter, occasionally playing as rogue, and one day your friends ask you to play mage. Great, you have this huge selection of spells to choose from, but what do they do? Which will be more efficient in battle? Which just occupy space? You don't know. You never played mage before, even though now you have a high level mage. All these problems can be overcome, but you should keep them in mind.
  9. Silver is another great conductor, also used in many chemical processes. Platinum should be more expensive than gold. Not only for its rarity, but also because it's very useful as a catalyst. High-end ship structures may be made of titanium. It's more expensive, but lighter than steel.
  10. Quote:Original post by drakostar The US (assuming you're American) is probably the best place in the world to start a small business. Okay, maybe not right this very moment. But the legal/tax situation makes it fairly easy. You have an idea for a product. It's difficult/impossible to sell the idea to someone else, unless you already have connections. So join the many (and yes, mostly failed) entrepreneurs who have attempted to realize their ideas. There are a ton of books and web resources to help you get started. Agreed. Scale down your grand idea, then hire freelancers (one programmer and one artist will suffice, if you reduce your idea to its essence) and turn it into reality. You can make it happen with a few thousand bucks if you know what you are doing and conserve your resources.
  11. A game with seasons that comes to mind is the old Lords of the Realms II. In it, the player chose when to advance to the next season, effectively making this part of the game turn-based. This is a logical extension to letting the player dictate the game speed.
  12. The bottom line is, players won't get attached to allies they expect to leave. Depending on the bonuses you give for every retired ally, they may prefer to use them as bait or shield. You will have to add a reputation system to prevent that.
  13. Power ups. Not strictly required, but most gamers expect them. Ideally, they are varied, each favoring a different play style but all relatively balanced. Some games offer upgrade trees or let players mix and match two or more upgrades. Huge bosses. Huuuuge bosses. Few experiences are more satisfying in a shmup than fighting and blowing up a three-screen tall monstrosity. As leiavoia said, secondary goals. Maybe easter eggs and accomplishments. You can beat a shmup even if you aren't a super-hardcore player. But if you beat it in less than X minutes, or without losing any lives, or killing every enemy of a certain type, you get to see a different ending and win bragging rights.
  14. I'm surprised no one has mentioned it yet, but genre is a crucial factor here. Any FPS or racer released today has to look much better than those released last year or it will tank. Strategy games or RPGs, on the other hand, can make do with decent 2D graphics. In general, the "twitchier" the game, the more important graphics are. (Mega Man 9 is the exception here, but only because the franchise has a huge, nostalgic following that wants to relive the Mega Man 2 experience. And we still don't know if it will be a financial success.)
  15. Most real-life cases of evil acts can be attributed to a mix of greed, fear, overconfidence, and sheer stupidity. Maybe the rogue wanted to open a portal to a paradisaical dimension, but botched the incantation. Or maybe he read that such a portal was opened in the past to fight enemies, but didn't bother learning what would appease the creatures from the other side. Or maybe he had everything set right, but didn't count on the PC barging in and interrupting the ritual. The creatures themselves don't have to be evil; they could very easily simply be misunderstood. Maybe they are just counter-attacking what they deem to be an invading force. Maybe they are hypersensitive to magic, and it is driving them insane. SF has dozens of stories about aliens that look evil only because we don't comprehend them at first.