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      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.

Yotam Noy

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  1. Hi, my name is Yotam Noy and I work at MoMinis as a game designer. I’d like to bring to your attention a great opportunity which I think you can find very valuable and relevant to the readers of this forum ([b]Note[/b] that I contacted the forum administrator to get his/her permission to bring this very relevant piece of information to you, but didn’t get a response). MoMinis is running a contest, the [url="https://contest.mominis.com/about-the-contest.htm?utm_source=GameDevNet&utm_medium=GameDesignForum&utm_content=PostAnnouncement&utm_campaign=GameCast2012"]GameCast Contest 2012[/url] that gives all you developers and game designers the chance to make it really big. With the 1st place prize package valued at [b]$100,000[/b], it's worth your time, effort and maximum creativity. In this years’ contest we have [b]PocketGamer[/b] as our media partner and people from [b]Google[/b], [b]Appolicious[/b], [b]Vodafone[/b], [b]PocketGamer and MoMinis [/b]to judge in the contest so that your game will get maximum exposure! The winning game will also get a Free promotion on MoMinis Games Network, PlayScape, with exposure to its [b]more than 30 million users worldwide[/b]! Sounds interesting? [url="https://contest.mominis.com/Create-an-account.htm?utm_source=GameDevNet&utm_medium=GameDesignForum&utm_content=PostAnnouncement&utm_campaign=GameCast2012"]Registration is opened[/url] until[b] December 24th[/b]. Learn more about the contest [url="https://contest.mominis.com/about-the-contest.htm?utm_source=GameDevNet&utm_medium=GameDesignForum&utm_content=PostAnnouncement&utm_campaign=GameCast2012"]here[/url]and view a clip explaining what it is all about [url="https://www.youtube.com/watch?v=rG3ZeAwiqsw"]here[/url]. Thanks, Yotam [attachment=12389:GameCast.png]
  2. Tobl – Now that I understand what you mean, we can do that easily on our platform. Well, my programmer can, when he gets back from his vacation, I certainly couldn't. [img]http://public.gamedev.net//public/style_emoticons/default/rolleyes.gif[/img] But it does sound like an easy-to-add feature, and it won't require any expensive graphics, just one more tile… Cool. Mratthew – It's much clearer now, thank you. What you're suggesting is adding a puzzle into the game! That is awesome. The way you describe it is a little too much for the game engine we created to handle, but... We already have a jump feature in place, when you tap the screen. I'll talk to the other game designers in the company, and we'll see if we can come up with an idea that will fit better with the features already in place. Thanks guys, you're a great help!
  3. First of all, thank you for your replies. They are very helpful. Mratthew – I like the idea of directional momentum tiles! I'm not sure I understand your meaning about: [quote name='Mratthew' timestamp='1348414532' post='4982941'] You could create a secondary objective of filling an outline with the dynamic shapes to make up a simple pixel image. [/quote] Can you elaborate on this a little more? Tobl – What you wrote adds up with Olof's reply, and brings me to the conclusion that there's no choice – we'll need to add level design assets. Different "weights" for the reactive obstacles sounds fun, I never would have come up with it on my own. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] I don't quite understand your meaning about constant acceleration. Would you mind explaining that?
  4. Yes, you can mix several surface types in the same level. Levels are one screen, in landscape mode, on Android phones. We're using 25 tiles of 32 pixels each, so it gives us some room to maneuver. About the obstacles: They do not hurt you when you hit them. Moving obstacles will push you, static ones will only stop you. The obstacles won't let you stand on them, if you land on them you automatically jump up again. We don't have harder to reach items, but your suggestion does bring up an interesting option – what if we give the players a bonus for catching items in the air, and make it bigger the higher you are? And then, make jumping off obstacles significantly higher? The issue still remains tough: How different will players perceive the levels, if we only allow one obstacle, and there are just three surface types? Even if we mix the surface types in all sorts of ways, will that be enough? Maybe add actual platforms? And hey - thanks for your helpful reply!
  5. Hi. My company's working on a mobile game, and I as game/level designer have relatively few items to play with in terms of level design. This concerns me. Here's some background, before I ask some questions: [u][b]Basic gameplay:[/b][/u] - You control a character that slides from side to side in response to tilting the phone, and needs to collect items falling down. - You can also jump when you tap the screen. - Your energy keeps going down, and you must collect above-mentioned items in order to restore it. [u][b]Level design assets:[/b][/u] [b]- Surface tiles:[/b] there are three types of surface tiles, regular, slick and sticky. As the names might suggest, the slick surface will make the character slide faster, and sticky to slide slower. [b]- Obstacles:[/b] There are 3 types of obstacles, static, moving, and reactive. Reactive is an obstacle that moves when the phone is tilted, similar to the player character. I believe the other two types are self explanatory. We mean to have only one obstacle per level, since adding more makes it too difficult. [u][b]Difference between levels:[/b][/u] [b]- Items creation:[/b] I have a lot of control over what, how, where, when and how many items will fall down. [b]- Power-Ups:[/b] I have a lot of control over power-up creation, and it's set-up to give the player better power-ups the lower the energy-bar gets. [b]- Goals:[/b] The higher the level, the more items the player needs to collect in order to complete it. [b]- Level Design[/b], as described above. [u][b]So my question after all this Bla-Bla, is:[/b][/u] Do you think this is enough to make 30-40 INTERESTING levels? I mean, I have tons of parameters to play with behind the scenes, but do you think I need more level design assets, to make the differences visible? If so, what would you suggest? Thanks in advance!