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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 Benholio

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  1. [quote name='kseh' timestamp='1328806631' post='4911354'] DNA Cataloging. Collecting DNA samples for analysis in medical applications and for tracking mutations and disease. You don't end up with as tangible a resource as crystal collecting but it might be a good vehicle for initiating short and long term quests. [/quote] To expand on this idea, DNA samples could be used for genetic engineering. Think of it as a similar paradigm to herbalism/alchemy. You collect various gene sequences, and then you can experimentally combine them to engineer new things. Perhaps they could be used to create biological nanobots, anti-virals, personal enhancements, etc.
  2. What about (optional) quests that require you and your friends to both complete objectives? You start the quest and send a notification to your friends. Once enough people have completed the task(s), you all get some rewards.
  3. Thanks guys, checking out Darkfall Online and ATITD!
  4. I think that the whole paradigm of 'perpetually adding content' is a tool that can be used for good or bad. There are some real benefits for the developer and the player. [list] [*]It prevents some wasted time/content/money. If you go content-light with your release and allow for extra content post-release, you can find out if people really like the game before dedicating a lot of resources for extra content. This can also help the player, as they can invest in only the 'core' game and not waste money on the added content if they don't like it. [*]Some genres lend themselves well to episodic content and can bring renewed joy similar to reading a trilogy of books or watching a series of TV shows. This might apply to anything that is story-driven and less reliant on gameplay mechanics. [*]In the reality of software development, you often have to scrap many ideas/features that you want in your game in order to release "Version 1.0". These features may actually improve gameplay and would be valuable to players. [/list] While there can definitely be cases of added content having little value to the player, or degrading the gameplay, it seems pretty idealist to expect that every game completely nail the content and gameplay 100% within a single release.
  5. Thanks, that is a good take on the 'gem tetris' idea. Maybe when you filled the 'box' it would become permanently attached to the ring/item/jewelry piece and that is how you craft new items.
  6. Thanks, and the input is very helpful! Your take on complexity rings very true. It is a constant struggle to come up with something interesting with some depth and keeping it simple.
  7. [quote name='eugene2k' timestamp='1327420699' post='4905804'] How about thinking of gems in terms of logic gates? Having four types of gems that correspond to logic gates which you can connect differently to get different results. [/quote] Interesting. I'll have to explore this idea, thanks! [quote name='lrh9' timestamp='1327421141' post='4905806'] When I read this topic, I immediately thought of Final Fantasy 7's materia system. It's an old game available for PC and Playstation 1. Might be worth checking out. Well... Final Fantasy 7 is worth checking out regardless of what you are doing. [/quote] Good one! It has been quite a while since I dusted off FF7. This will be good brush-up material.
  8. I've been trying to flesh out an idea that adds a puzzle element to equipping items for an RPG. For an example, see the catalyst system in Darkspore: [img]http://i.imgur.com/NTSUo.png[/img] The catalysts were little gems that you picked up that would give stat bonuses. You placed them into a grid, and if you matched an entire row of the same color/type then they all got a bonus to their effect. Now, in Darkspore, these were temporary items that only lasted for a part of a game session. The idea I am working on involves equipping gems into some template to craft jewelry. Maybe the gems would have different shapes, and you have to fill the box tetris-style? Maybe the gems are in a grid and you have to match some aspect of them in a line? (Color, shape, etc) The goal would be to make item choices more interesting than just picking the item with the best stats. Players may have to choose whether to use a weaker gem in order to better 'solve the puzzle' and get the puzzle bonus, etc. Does anyone have any ideas besides gem-tetris and match-a-line? Thanks in advance for any feedback!
  9. [quote name='eugene2k' timestamp='1327355442' post='4905579'] Sorry for the stupid question, but which part of the post described those systems? All I found was the description of a world generator (but you can blame it on my IQ being in the negative). If you have yet to think of those systems, then your idea for a sandbox environment is incomplete and until it is, there's really nothing to discuss. [/quote] Hmm, it does seem to describe a simulation rather than a game, that is a fair point.
  10. Good work, are you looking for feedback of some sort?
  11. [quote name='JigokuSenshi' timestamp='1327281248' post='4905273'] If you hear a good idea you will automatically remember it and incorporate it into one of your own ideas and you might not even know it. You will also never achieve anything by telling random people on the internet all your ideas. [/quote] In my opinion, ideas are cheap - execution is hard. Maybe 0.01% of ideas are something worth protecting, but in general you would gain much more by exposing your ideas to feedback than you would by protecting them.
  12. [quote name='eugene2k' timestamp='1327269944' post='4905225'] [quote]So what do you think of this idea?[/quote] What's the goal of the player in this game? If the game doesn't have a goal for the player to achieve then it cannot possibly be called a game. [/quote] What's the goal of Minecraft? A sandbox game can have systems in place that lead to emergent gameplay without explicitly stating a goal to the player.
  13. The method you are describing uses a utility function to decide the next move. It is a totally valid approach in your situation. You can find some information on implementing such a system by searching around by the name, or checking out this book by the resident utility-master Dave Mark: [url="http://www.amazon.com/Behavioral-Mathematics-Game-Dave-Mark/dp/1584506849"]http://www.amazon.com/Behavioral-Mathematics-Game-Dave-Mark/dp/1584506849[/url] I would probably write a simple finite state machine or behavior tree that then uses utility functions like you described to drive the transitions from one state to another. Check out some of the sites in the stickied resource thread if you want to learn more about those methods!
  14. You could always do the google-work up-front to build your database of suitability scores. If you want to go the high concept route, this seems like a prime application for a Recommender System. (http://en.wikipedia.org/wiki/Recommender_system)' With a recommender system, you don't have to rely on having data for every combination of cards (747 x 249). A possible system might attempt to identify traits of each card and then group them accordingly. For instance, a card about a movie star might have traits such as entertainment, person, movie, funny, etc... Then when matching a category card such as "Hilarious", you can look at all category cards related to "funny" and see which cards people chose, and then use those results to determine which traits best match "funny". This is a simplified explanation, but I recommend researching this! You can build an 'on-line' recommender algorith that constantly changes with the times. You can also profile your individual players to attempt to tailor your AI choices to them - just like a real life player would do.
  15. When you spit tiles back out, do they go into the space directly in front of you? What happens if you spit them off of a cliff, do they stick in place or fall into the gap below? I'm just trying to get a picture of how you navigate the level. Some possibilities that probably break the rules too much:[list] [*]If the tile in front of you is filled and the tile above you is empty, spitting a tile could fill the space you are standing on and move you upwards. [*]You could be able to 'digest' a block every so often, clearing a space in your stomach. [/list]