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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 websmythe

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  1.   Ditto on that. With the usual highlighted (glowing?), normal, grayed out, quest "done" states.
  2. Sounds good. Sortta depends on what other icons and GUI elements you're building, the style your artwork, and the size of the icons. When it comes to icons I usually incline to keep things simpler, rather than detailed, as you usually don't have a lot of pixels to work with, and I always go for readability first.
  3.   To avoid burnout try reading:   How to Be Highly Productive http://worldofleveldesign.com/categories/productivity_goals/how-to-be-highly-productive.php Set a Deadline http://worldofleveldesign.com/categories/productivity_goals/set-a-deadline.php Removing The 'Tech' From 'Design Document' http://www.gamedev.net/page/resources/_/creative/game-design/removing-the-tech-from-design-document-r3305   "The quality of your design increases directly proportional to the amount of time you spend away from the drawing board (aka your code editor)."    Engage your imagination first. Get a sketch book and write/draw everything down. Especially if it just a simple thot. You never know when you'll need it. Then plan, plan, plan!   Doing a design document may seem a whole lot of work for nothing, but you need to establish the big picture first. Once you set out on the road to build a game your going to run into ten thousand questions. Doing a design doc will help you plan for and answer those questions ahead of time so you're prepared for them when you encounter them down the line. It also helps you foresee problems you won't see right away if you just jump in at the deep end.   Good luck.  Hope it goes gang-busters!
  4. [quote name='sunandshadow' timestamp='1326148983' post='4901096'] Well, personally I think interactive story games have a lot of untapped potential. I would really like to play a game that was like an interactive science fiction or fantasy romance novel. But I've also intensely enjoyed many completely linear movie-like games. Actually the thing I disagree most with is having only a few choices near the end. [i][b]If the game doesn't branch relatively near the beginning I'm probably never going to play it again to see the other possibilities because it would be boring and frustrating to replay the first part[/b].[/i][/quote] Was thinking about the same today. Seems to me the focus could shift to the script & plot, I just finished trawling the free 3D game listing on MMOHut, and got to thinking that the plot lines for most were pretty stale. Might be different graphics, but the same old classes, same old grind. But then how many options are there ever going to be, eh? Still would be nice if there was more stories/plot lines like Fringe or Dark City or something. I know there's a ton of really good sci-fi that isn't just campagin and conquest. Good comment on the balance of plot vs game play.
  5. In writers terms I think this is called plot development. [quote name='Tom Sloper' timestamp='1326147693' post='4901088'] The number of times that a game can let a player-created story branch off has to be limited. Which means that there will be some junctures in the story where the player can't branch the story. Like the Assassin's traitor, for example. [/quote] Nature exhibits the same approach. I remember watching a documentary on the ecosystem of the North West Coast of North America. In it they said that there were key species in the ecological chain that were critical to the proper functioning of the system. Other species could come and go, but the loss of particular species would destroy the whole environmental life chain itself. Plots and sub-plots could be built and resolved in similar fashion. The Witcher seems to be taking a pretty decent stab at the non-linear user-defined plot thing.
  6. [quote name='Oxymoron28' timestamp='1318286823' post='4871243'] The player will also have an item for [b]saving progress in the game[/b], this item will permanently mark the game world, and [b]will act as a point of origin[/b] for the monsters patrol path. [/quote] Nice idea. Takes the whole getPlayer() thing up a notch. Although, you may want an escape routine of some kind, as by the sound of it, the monster's gonna be biting your butt the moment you log back into the game. <Smile> How do you figure out where the monster is? Does he leave traces behind him where he's been? Atmospheric effects?
  7. From the album Concept

    Title concept for a horror game

    © &copyright websmythe 2011

  8. Thanx. Always wondered what the algorithm was. Figured I'd ask before I got yet another bloody forehead from bashin my head against the wall again.
  9. Anybody know of any links that discuss the code for Nethack dungeon creation?
  10. Quote:Original post by Kylotan Quote:Original post by websmythe The idea I had was isometric cartoon based secret agent mouse scenario. Haha. I'd pay to play a DangerMouse MMO. Hahaha 2 kool luv it
  11. Quote:Original post by pseudobot What in particular would you have wanted to do? Change the graphics of an existing game? I might be able to point you in the right direction in that case... :)Ya. That'd be kool. Thx. Anything with a Day/Night function? The idea I had was isometric cartoon based secret agent mouse scenario. Change the graphics and be able to mod character and object attributes. Ideally Flash based to be able to do sfx with flash movies, eg: zoom magnifying glass, etc, etc.
  12. Thx. Didnt think so. Thot I'd take a shot at it. There are lots of other substantial projects out in the wild that are free. I had just been looking at OpenSpace & SmartFoxServer over at GotoAndPlay.com I should prob look for a single player system of some kind, as all I was I wanted to do was try out a concept.
  13. Anybody know of any good Flash MMO's where you can just change the graphics and object atributes to create a new game?