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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 Arkangel428

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  1. Hi,   I started working on a multiplayer game about two weeks ago using javascript and HTML5.  I've been able to work on the client-side code, graphics and such, with no problem, but have hit a brick wall with the networking.  I have a very limited knowledge about socket.io and networking in general and the lack of good information about it is astounding.     I'm really looking for someone who I can chat with, even if it's just e-mails or messages on here, that can answer more specific questions since I've already spent hours upon hours looking up guides and tutorials on the subject.   -Ian James
  2. Mostly just trying to give people a place to hang out and discuss stuff while watching someone work on something.  A lot of people don't even know where to start or just don't get to see what it's like to work on a project.   And yeah, I was really unsure as to where to post about this, so thank you for the suggestions.
  3. Not really sure if this is the right place to post about his, but I'm currently working on a Unity game and streaming its development.  If you want to come join me, I'd be more than happy to have you.   Twitch.tv/binsoutv   -Ian James   P.S. Sorry if this is the wrong place to post this.
  4. The game sounds great and ambitious. If you want to have a branching story with side quests and random encounters, you definitely need to map things out. It needs to be obvious when the path will lead down an optional route because you'll have players like myself who really just want to barrel through the story and look at the side stuff later. On a more specific note, when you were talking about the sort of three area prequel idea, you said there would be the three main areas and six path areas. If I were you, I'd make the path two the last area just one zone instead of two. Once a game's ending is in site, it's frustrating when the developer has you trudging through an extra 2 hours for a 3 minute cutscene. Finally, I've been looking for a good indie engine to make games with, since my coding skills aren't the greatest. Are you going to put the engine out for people to use or is this more than just a hobby/side project?
  5. haha, if you find a program that can generate them for you, you tell me, cause that'd be a nice program to have.
  6. Can anyone direct me towards FPSs with good puzzles? I'm working on an FPS and would like to spice things up with some puzzles as opposed to straight kill rooms for the whole game. I've already played Half-life 2, both episodes, so I'm thinking heavily about that, but I don't have much desire to have a gun like the gravity gun, so I'm not sure how much that will help me. Anyway, hope you guys can help.
  7. I have to completely agree with Kaze on this one. The copy rights would be an issue, and it's a good challenge to make your own. I would suggest trying to play paintball or something first, if you haven't already, so you can at least have a basic understanding of what's good and what's annoying about the design of some guns. The big thing you brought up though is the realism factor. What I try to keep in mind is that yeah, realism is nice to a point, but we are playing a game, and the rules can be broken a bit for the sake of better gameplay.
  8. This isn't the template that I started with, but it's not too bad: http://forums.xna.com/forums/t/229.aspx I'm telling you that even though there are templates, once you kind of write this one, or at least get aways into it, you'll see the general idea and start writing them from scratch. At least, that's what I did. Also, I just bought the book "The Ultimate Guide to Video Game Writing and Design" off of Amazon and though it hasn't gotten here yet, it sounded like what I needed. I don't know if it'll help you, but it's a place to start.
  9. haha, I just got up to and I brushed my teeth and then checked. I think that I should have clarified what I meant by weapon skill because it didn't come through very clear. The weapons skill in this one would, at higher ranks, allow more modifications to your gun along with different kinds of rounds, stuff like that. It would be up to the player whether or not they hit. In the current setup of my design, there are abilities that make your more accurate for a time though. And this thread is just supposed to be a discussion about different aspects of progression in MMOFPSs. I'm hoping people will just throw out ideas that are interesting. Now I'm thinking a lot about having set abilities for characters that were picked by the player at creation. They progress by building up skills, upgrading their weapons, and joining a Squad, which is where the second part of progression happens. The Squad gains Prestige (tentative name, what do you think?) which unlocks harder content and more stuff for them. Higher levels would also unlock Squad Abilities, but I still don't know what those would be.
  10. Ok, now I see what you're saying and I definitely agree with lock picking idea. One sort of problem that I have is that in an MMO, as a player, I like owning a weapon, and not just renting it from the military, even though, in real life, that doesn't really work. Also, a good way to progress in a game like this is to allow customization of weapons, and if you do this sort of renting system, that doesn't really work. Either way, I understand much more clearly now what you were trying to say. The big idea that I'm thinking about right now is that your squad could level up, or gain prestige, and that would allow them to do more badass things and gain squad abilities. I have no idea, right now, what those abilities would be, but it's still an idea. This would be like the same four guys in real life learning to trust each other, and learning about their strengths and weakenesses to form a cohesive group. What do you think about this?
  11. Hey everybody, this is kind of a spin off of the other MMOFPS related thread, but a little more specific. One of the things that I found on that thread is that people have very different ideas about how progression should work, and as an avid Halo 3 and CoD4 player, I'm in favor of it being more skill based in combat, and I don't mean the kind of skills from D&D, though those have their place too. I want skills that work similar to Oblivion for outside of combat, weapons skills that are part of that, then micromanagement of your gun. Then abilties that work like spells or, well, abilities for combat to spice things up. The abilities are chosen when the character is made and stay that way, so you would make your character with a specific position within a squad in mind. Just some food for thought, what if you had a squad of 4, and that squad is what leveled up, I just thought of that, so I don't know how it'd work, but I'm curious as to what people think about this.
  12. Wai, are you saying with the last part of your post that players should spend xp to use weapons? Also, I think that a lot of the progression ideas have been pretty wrong so far, or at least they don't fit for an MMOFPS. Having a skill system like from Oblivion would be a good part of character progression because it can deal with out of combat stuff like picking locks. Then you have abilities which are like spells in that they are activated in combat and usually affect the combat. Then you have the weapons be customizeable so that your gun progresses with you. This is all really rough and dumbed down, but I think that it's understandable, what does everyone else think. I can go into more detail if needed.
  13. I have quite a bit to say about this because I'm also designing an MMOFPS just for myself so I have some strong opinions about some of this stuff. I also want to say that I have had a lot of the same ideas as you, randomly generated world, two opposing sides, buildings that do/unlock different things, and a huge world, but here go the criticisms. In my opinion, it’s a very bad idea to have an MMO without a story. The point of an MMO is that you are in a persistent world where things are happening, if you don’t have that, then you might as well be playing Halo 3. More specifically about your “bring a more intimate connection between the player and that effort”. In your proposed idea, the only “effort” is to destroy the enemy, which, in my opinion, is kind of boring. Also, I think that it seems fitting to have people in an army that don’t necessarily believe in the cause of the war, just look at real life. As far as teleportation/long-distance travel is concerned, just give them the equivalent of mounts and no teleportation unless it fits with the story that should be part of this game. In an MMO, you’re supposed to be just some guy, so if you’re omnipotent, then what’s the point? When they log into the game world, they should be where the logged off. If that’s a hostile place, that’s their bad. Your character progression has a real problem because I think you said that you don’t want to skew the skill based combat that’s usually attributed to FPS games, but if you allow a character to become a ship commander, and allow him to use it in combat, then you can throw all balance out the window. I think it’s best to have no, or very few, combat vehicles and just have your character be another Joe in the army. But I also think that levels are a bad idea for MMOFPS, so that throws quite a bit out the window already. You mentioned having buildable airships, I’d suggest having buildable respawn points as if you were a human type Cylon from Battlestar: Galactica. Having looked at the other replies, I definitely agree that, as an avid FPSer, shooter fans don't like to be ordered around unless they know the guy that's in charge. Having a squad system where all the squads together form an army would be a good idea. What I’m trying to say is that I think that you’re trying to do too much. I’d cut out the RTS elements and hand them over to the computer and have a large scale plot system like from Battle for Middle Earth so that the computer doesn’t have to think too hard about where stuff should go. I’d also take out the vehicle end-game because you’re trying to make an MMOFPS, not an MMOnster truck rally. Once that stuff is out, you can delve more into micromanagement of the character development, which should be restructured, and put more emphasis on squad based combat, which is where a MMOFPS can really shine.