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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 Butabee

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  1. I don't really want to make games unless they look, play, and sound like an AAA game. Problem is I don't think I have the skills to do anything that's AAA in any of these categories. I've never finished a game and looks like I never will. I always lose motivation when I make a model or something because they don't look anything near AAA. Maybe I should look into mobile development?
  2. I'm thinking I might spawn powerful NPCs in areas that are too populated that will kill off some of the players and disperse them to a number of spawn points.
  3. One major problem I have with a linear progession model is that players are removed from most of the world eventually since they have no reason to visit zones with lower level NPCs. I want players to be all over in the game world, and not just camped out in high lvl areas. in fact, I don't even want to split the game world into level based areas.   Maybe I'll make increasingly more powerful NPCs come out to attack players that have a high ratio of kills to deaths. And I could increase XP gain, and the chance for repair materials to drop for players with high deaths to kills.     You guys convinced me I need progression, but what progression can I have that doesn't have a huge power gap from newb to vet?
  4. I think I may make progression more of a "more options" thing rather than a linear power hike, sort of how FPS games do it. The higher lvl guns are generally better, but not so much to the point that it makes new players powerless.  
  5. So what would you suggest in place for a game with open PvP to prevent new players from being preyed upon? This is a problem in any MMO with any PvP outside of battlegrounds, and not just full world open PvP.   I think players would be more frusterated from being killed repeatedly from higher level players due to power gaps than they would from losing some XP when they die, when they can actually fight back.   I might make it so new players have a buffer of deaths that won't count towards XP loss or gear decay.     I'm also open to suggestions for how progression could be added without it ruining the experience of new players.
  6. I'm thinking of making new players start at max level and gear but when you die you lose a moderate amount of XP, and your gear takes damage that can only be repaired by getting rare material drops. Gear also decays at a slower rate from combat. Gear can break completely.   I want to start players at max level and gear, because I want to have open PvP. The gear you start with can't be traded, or sold.   There would need to be new character creation restrictions, to prevent players from just making new characters if they died too much and lost levels/gear. I'm thinking, players could only make a new character every 3-6 months.   Just a rough idea. I'm open to refinement suggestions.  
  7. I'm already limiting the updates a player can receive about players and NPCs to only players within a certain distance. My question is, should I also limit the amount of updates to a fixed number? Like if 500 players/NPCs are in range should I only send updates about 200? If all my players are within update range without another limit it could be a 40MB a second upload. Although it's doubtful this will be a common occurrence. NPCs will naturally be spread around, so that's not as much of an issue.
  8. Ragnarok is split up into quite a bit of zones, and even more sub zones if you count only players visible within your screen. A server probably could handle 30k users, but no way in hell are all those players all updating each other at one time. Even 1 byte a second would by 900MB upload. I think your friend exaggerated quite a bit with the "very small number of areas."
  9. Maybe I should scale all equipped item's power depending on how many items of either attack or defense are equipped? So a lot of defense items would increase the effectiveness of all other defense items while also lowering the effectiveness of all equipped attack items.
  10. Yeah, I think maybe instead of two pools, I should have 1 pool with a slider that slides towards attack or defense when items are equipped.
  11. The reason I wanted to make attack drain the defense pool is because I wanted a balance, trade off system. I guess this would only work of you could equip multiple items until your pools are depleted though, since equipping an item of attack or defense in limited slots is already a trade off. Maybe I'll use the attack/defense system for item/implant upgrades instead. I think it would make more sense that way. You could just keep upgrading the items until one of your pools is depleted. I'm not sure if I want to just increase pools at the same rate, or let the player choose yet.
  12. Although it could be interesting, no, a player can't equip ten swords. I'm not saying this is definitely going in, I'm still in early development stages but I was thinking of increasing pool sizes as a form of leveling.   It's a sci-fi game so equipment will be mainly implants, guns,shield generators, high tech armor, etc. All items will have categories within their type and for the most part you'd only be able to equip one per category, so you'd have to manage your offensive and defensive items efficiently.   You could equip items of varying power at any pool size. Of coarse with smaller pools, you'd be able to equip a lesser amount of powerful items.
  13. So it's pointless to wait it seems, since it just creates more work the next tick.   I mainly just want to process all physics entities within a second while supporting as many as I can. I don't think I need any artificial stalls.
  14. I was thinking about adding a system to my game that includes pure attack and defense items. Items have varying amounts of either attack or defense but never both.   Players will have a limited pool of attack and defense points. Attack and defense points are mutually exclusive. Equipping an item with attack will drain your defense pool by that exact amount of attack, and vice versa.     What are your thoughts on this?
  15. It's a little more complicated in this case. I should have specified before but for a Unity server that handles physics I'm not sure I can do any waiting without it affecting the physics since Unity handles the threading, I wouldn't know where to put any stalls.