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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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  1. Hello there,   I'm doing some research for a potential game project so I headed to these forums in search for people's opinions on Brawler games. I searched for threads on this topic (please direct me there if one exists) but couldn't find one so I created this one.   I would like to know what you think are the top three things that are essential for a brawler game, and why.   Thank you!   //Rob
  2.   I might be missing the point too... but he could mean a survival game in the terms of Left 4 Dead and such games. I think their genre is called Survival Horror? If it is that kind of survival, which I based my post on, it could work very well. If it is the kind of survival mode that you mean, well I guess it would be a lot harder. At least if he intends to have a story thicker than one page.
  3. The key to a story driven survival game is making the story be the reason to move forward in the game. You need to get somewhere for some reason, or you need to stay somewhere for some reason. Make each step of the journey justified by story. I must say that I fail to see the problem here.   It all depends on how much story, how you want to implement it, and where you implement it. If you have too many (and too long) story segments on each level/area the pace of the game will be slower and the players might get bored, that is a far worse problem I'd say. I think it would be essential to put the story in the game in small portions divided over each level/area. Story is not just the major cutscenes or conversations between characters. It can also be discovering places, finding missing characters, following characters, overhearing a conversation, saving characters that in return help you with something, etc. Make every objective and event in the game be a part of the story <-- winning concept.   I feel that I am being a captain obvious at the moment, hopefully you feel some kind of guidance from my stating the obvious rants. If you present an overview of the story segments in your game and some kind of description of the game it would easier to help you.
  4.   Do you have any personally preferred examples of how those flowcharts could look like?   And any examples of the comic script style sheets?
  5. Great addition to the discussion Spiro! Those links are very useful, and are now bookmarked. Thanks a lot. :)
  6. I guess the tiny part programmer in me keeps that error away. I call him "the Structure-nazi", since I just can't ignore such things as not being allowed to breath when reading texts, which is why most of my texts contain, probably too much, air and space in between.
  7. Oh I see, but that is just common sense. :)   Thanks a lot.
  8. I will definitely boycott that last weird thing as well. Takes away the feel for energy in the dialogue and as you said, makes it confusing to read.   Could you give an example of the basic rule regarding:
  9. Looking for a team to join as 3D animator. Using Autodesk Maya.
  10. Yes, that seems right. I also think that this type of relating to things while inventing the story makes it more believable since it is a natural path that comes to mind in your head. Therefore you can also easily pick a sidestory or use irrelevant information that feed the text with a more human touch rather than being "just a story". You got some material to use to fill up gaps and/or humoristic sidetracks of the characters, perhaps even make them relate to these things you relate the topic to. That if anything, should make them more believable as breathing, living, humanoids.
  11. This, my friend, was exactly what I need to get started on practicing to write dialogues. Thank you! I think that this thread will be useful to others that wonder the same things as I did, not that many people do wonder this very often.   I love how you grabbed my 2 minute story and took it further.     I notice how there is no punctuation after the dialogue in the story text. Is that how it works? Comma before the dialogue while the dialogue ends the sentence.
  12. Yes it seems mostly like common sense, any techniques that you like to use when thinking up/jotting down a dialogue?   I've read about a practicing technique where you imagine the dialogue of three characters around a camp fire, the setting (and topic) is yours to decide, so let's say post-apocalyptic for the sake of being cliché. Then you decide accent the differences characters shall have, each one must have a different accent. Then the game is on pretty much. Has anyone tried this type of technique, or something similiar to it?   The thing I wonder the most about grammar is how to format it on paper.   Lord Fluffybottom's pants fell to the ground as he happily raised his glass and screamed "Hail to the queen!". The entire room of diplomats gasped and stared at his rainbow striped underwear with a pink unicorn on the left leg.   Lord Fluffybottom's pants fell to the ground as he happily raised his glass and screamed. - "Hail to the queen!". The entire room of diplomats gasped and stared at his rainbow striped underwear with a pink unicorn on the left leg.
  13. My first thought is that it seems a bit messy and chaotic, much like the mind of some of us. If I were to use this type of mapping I think that chunking out each section (colour) and put more space between them would help bring some structure and a better overview to it. Other than that I guess it is as useful as any other technique. Usually "whatever floats your boat" is the best way to go since we all think in different ways and relate to different things.
  14. Hello my fellow enthusiasts!   First off I would like to point out that I searched for this topic and didn't find anything like it (but I could be wrong), if there's another topic like this one please lock this thread and point me in that direction, otherwise let's have a nice discussion about writing dialogue.   We all have our shortcomings and my biggest when it comes to creative writing is to write actual dialogue between characters. That is mainly why I am asking for your Do's & Don'ts, Tricks, Tips, Hints, etc. I also thought that this thread could serve as a source of knowledge for anyone else wondering about dialogue writing.   I would like to start with some more technical questions: * How do you format the text when you write your dialogues? * What grammar rules are there to follow when it comes to english when writing dialogue?   Now... to the big question: What are your Do's and Don'ts when it comes to writing dialogue?   Edit: Yes I know that there is a do's and don'ts thread regarding writing for games, I am asking for a more specific discussion here.
  15. Looking for a fun project to join, let the good times roll! :)