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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.

Gwazi

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  1. If you publishing PC I recomend www.desura.com.  Steam is worth a shot, but I wouldn't get your hopes up.
  2. I am creating a series of educational pre-k HTML5 games, but I haven't been able to stumble upon many portals that have a dedicated Educational section.  I will be submitting to the others, but I fear it'll be buried in games not of its type.  My question to you is do you know of any hidden gems out there?  If you develop educational web games, where do you submit?
  3. Go to GDC/other conferences/conventions and network. If you are lucky you might get an invitation to a mixer. Always remember the real reason you are there and don't drink too much! Open bars can do that to some people lol. Join IGDA and find a SIG that interests you. Do you have a Twitter account? If not, get on that NOW! Twitter is probably the best online resource to get connected with other professionals in the industry - students, devs, teachers, and people that share the same passion as you do are open and willing to discuss games. Find your local Game Jam and participate in it. This is an excellent way to network with students and devs. Sometimes Game Jam hosts will actually invite developers to give you input and judge your game. There are tons of ways to network with people in the industry, these are only a few of those ways.
  4. [quote][color=#1C2837][size=2]One last time: The second quote illustrates my problem with these 'rarity' systems. If it's trying to tell me that this item is interesting, and yet it quite obviously isn't (because it's only interesting to someone 20 levels lower) then it is quite clearly [b]not accomplishing the desired purpose[/b]. And therefore is a poor system which requires rethinking.[/size][/color][/quote] This is what I attempted to explain in my last post(sorry if it went off topic and/or didn't make sense, it was late and I was tired). I believe the problem you have having with this is that you are thinking too linearly. Different players approach the same game in multiple ways. So maybe that player can't physically wear the item, it doesn't mean that item does not have any use or value to that player. The player can use it in trade, sell it for gold, even use it as an interesting item to give away during a guild event, and probably several other ways. Just so we are on the same page, I am talking about color categorizing quality, controlled by a rarity system, which determines its availability.
  5. I believe the bottom line is no matter what approach you take when designing items/abilities/mobs/bosses, anything in your game that would require a certain rarity, they will always be categorized in some way. What really matters is your target audience and what is usable and wanted by them. For example, you do away with colors. Well you are still categorizing them by level or stats. But now that they aren't labeled by color, players have to spend that extra time, I am going to call it researching, the item to find out if it is valuable to them. This might appeal to some more hardcore audiences. However, you could also get rid of stats(minus the level requirements) and just have the item details in the item name and/or description labeled with a color to determine quality. This might appeal to some casual audiences. In my opinion, developers today are blending these two audiences together and this is one example of how they are doing it. They are utilizing multiple forms of categorization that appeal to both audiences. [u]**Quick note** The scenarios mentioned in the first paragraph relate to JigokuSenshi's comment, "[i][color="#1C2837"][size="2"]Let's say you kill a monster and it drops 20 items."[/size][/color] ***[/i] [/u] Now, when I say valuable to them I am speaking beyond whether or not they can physically use the item. Some people play RPGs/MMOs for the economy features alone. This item could be useless to them, but highly wanted by others. Now what determines value? Like any economy, the need or want for an item compared to its availability. Just because an item is legendary or orange does not mean it is in high demand. It only means it is in par with other items in that category, in terms of quality. If need be you would also compare its quality to its level requirement. This sorts out lower-quality items from higher-quality items within the same level range. So in the end, all a "rarity system" is, is a way to display information to your audience and others working on the project. The approach you take depends on who you are creating this world for. [b]Examples of Categorization[/b] [list=1][*]Colors[*]Names[*]Item levels[*]Stats[*]Location found[*]etc.[/list]
  6. In my opinion, you answered your question in your original post. Most games that I have played, which is a common practice throughout the industry, use colors. Colors are easily identifiable. Call them legendary if you want, but players see a golden item and automatically think higher quality because this has already been established throughout many games. I would suggest keeping this standardized system for two reasons. The first being, players already know it and it wouldn't require them to learn a new system. This allows players to focus their concentration on other parts of the game that you could make more innovative. The second reason is because it is easy to learn. New players that might not have ever played a RPG will find it easy it associate color with quality. This goes back to the philosophy, if it is not broken, don't fix it. The only way I would personally spend extra time developing a new rarity system is if that was my main goal for the game. If the game I was creating revolved around the experimentation of finding a more usable rarity system. I actually just worked on a design where there were different difficulty traps. I placed each trap into its own color category to show how effective that trap was. It is easy for both the designer and player as well as an effective way to display information to anyone reading your doc or playing your game.
  7. Go Google.
  8. I am writing in Xcode and there was a blue arrow. It must be a start here arrow or somthing? Well i moved that back up and it ran. So yeah no problems, go me.
  9. I am reading Stephan K. book "Programming in Objective-C" and I am stuck on a exercise question. This is actually only the second chapter of this book but I can not find out what I am doing wrong. (straight from the book) The exercise calls for defining a class called XYPoint that will hold a Cartesian coordinate (x,y), where x and y are integers. Define methods to individually set the x and y coordinates of a point and retrieve their values. Write and Objective-C program to implement your new class and test it. Heres the code, I used his work for most of my reference. //Program to access instance variales - cont'd #import <Foundation/Foundation.h> //----Interface Section---- @interface XYPoint: NSObject { int xAxis; int yAxis; } -(void) print; -(void) setxAxis: (int) x; -(void) setyAxis: (int) y; -(int) xAxis; -(int) yAxis; @end //----Implementation Section---- @implementation XYPoint -(void) print { NSLog (@"%i,%i", xAxis, yAxis); } -(void) setxAxis: (int) x { xAxis = x; } -(void) setyAxis: (int) y { yAxis = y; } -(int) xAxis { return xAxis; } -(int) yAxis { return yAxis; } @end //----Program Section---- int main (int argc, char *argv[]) { NSAutoreleasePool * pool = [ [NSAutoreleasePool alloc] init]; XYPoint *myXYPoint = [[XYPoint alloc] init]; [myXYPoint setxAxis: 1]; [myXYPoint setyAxis: 3]; NSLog (@"The Point Lies at (%i,%i)", [myXYPoint xAxis], [myXYPoint yAxis]); [myXYPoint release]; [pool drain]; return 0; } Any ideas? I am sure you guys will see it A.S.A.P.
  10. I was wondering how popular iApps are on this site. Are iProgrammers and iArtists eager to jump at no up-front pay opportunities in the Help Wanted section? Any feedback would be appreciated, Thank you.
  11. I should have specified on the programs being free. It is not that I am cheap, just broke, haha.
  12. The genre will be RPG or MMO. The idea itself is still in the beginning stages. The main reason I want simple is because I am finding myself flooded with design documents. Not that you asked, I just thought I would clarify. Thank you Zer0 for your input.
  13. I am looking for a program that can be easily used by beginners to create basic layouts for level design. Drag on and drop and point and click is what I want. I have downloaded UDK but that would take me days to go through all of the learning videos. I have also seen what yoyogames has to offer and I was not impressed. What I am looking for is a basic program where I can make basic maps to show my future team what it is I want done. While writing this I thought maybe MS paint. However I do not think that would come off as professional so that idea is out of the question. Gamedev.net, do you have any ideas?