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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.

iac249

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  1. This easily saved me a hundred hours of manual work!
  2. Scirra has an asset store from which you can purchase game art; also check out the asset store at the unity3d site.
  3. That's an excellent point, and after some experimentation, I find it leaves some jagged edges around the sprite. Probably not an issue at low res, but maybe something I'll need to address anyway. This is what happens when a programmer tries to take up graphic arts. 
  4. This gives me some good info to work with. Thanks!
  5. Hello all,   I have several hundred sprites in .bmp format I need export to .gif and set the background color to transparent. Doing this manually with each file would be cumbersome. Is there an easy-to-use open source graphics editor that can do this in a batch mode? I believe it is possible with Gimp, but I'm having some difficulty figuring out how the batch script would look.   Any help would be appreciated.   Thanks.   Corey
  6. In the gamebook, not every move a player can choose will require a skill role. Sometimes they just have to click "Next" to advance the story, and the story can be made less linear by introducing a randomness on what might happen next. I was thinking of whether or not this could be a visible "Luck" attribute, with a "lucky" character having a better chance of what would essentially be less or easier challenges in forks of the story line.    In thinking about this, it seems like luck in this case may be redundant to other attributes. A lucky character may have less encounters and therefore rely less on a Strength attribute, while an unlucky character will need a higher Strength attribute to be successful.   Perhaps I've just answered my own question? 
  7. Rits,   That's exactly what I was thinking, and perhaps I should have clarified the game type in the beginning. I'm working on an "adventure gamebook" for Android; basically interactive fiction with character skill attributes that are used to help determine outcomes. Luck plays a huge factor in games like AD&D, given its dice roles (or random integer values), but Luck was never a character attribute that was used to determine encounters or whether or not a door was randomly locked or not.
  8. Thanks, everyone. Essentially I am working on a mobile game that is an adventure book/interactive fiction. The player can adjust character attributes before play, and in order to help make the story less linear, a "luck" check is needed to branch certain choices that don't fall into the category of other attributes such as physical prowess or perception. The luck check may determine if there is an encounter in the next turn.   I was originally thinking players may not accept it as a visible attribute they may choose to adjust, because they would prefer something more concrete like "perception" or "physical prowess".
  9. Thanks, SiCrane!
  10. In developing an RPG, it is common for characters to have attributes. I am wondering if "Luck" would make an acceptable one. It is possible to have a character score that determines how lucky a character can be, but I am wondering if this is an attribute that players can accept or if they would generally prefer something more like "perception" or some other attribute that makes things seem less random.   Comments welcome.   Corey