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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.

Abhishek Deb

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  1. @Stormynature, I WAS thinking about reincarnation. Cool. Got so much info from google about Buddhism and stuff. I think my story script is pretty clear now. Project Status (Pre-production. i.e. NO ACTUAL CODING :P): Base Concept - Done. Characters - 3 (including the player) done. Level 1 - Done. 1 last thing I really want to bug you about is the player itself. Do you think this would be cooler - the player starts as a simple human. if he dies before preaching in front of the boss, he will re-incarnate only 1 more time but this time, as a robot. That way, the dual character nature of the game will engage the players.
  2. wow... thats' an eye opener. 1. The actual aim is NOT to fight as far as possible. I Like it. 2. You actually die fighting the boss to advance to next level. Brilliant. Wouldn't it be cool if the Buddhist could levitate? What I understand is that the Buddhist is manipulating surrounding objects to avoid a combat(Smelling Limbo a bit here.. ). This makes it a puzzle and action game. Right? The whole concept has changed how I was thinking and doing stuff. Thanks a lottt for your precious time. I will be updating proto sketches soon.
  3. Hi guys, I am a making a small 3d game on robot fighting for my University mini project. It is bascially about implementing different AI Algos (Adaptive AI and Q-Learning) AI stuff.. I am having problems with the base concepts about the game. The game starts with a robot(the player) capable of running, jumping, punching and kicking. I don't to make another mortal combat but need a more fun to play fighting game. Basically, I was thinking of introducing some rocket launchers, maybe. But that simply doesn't fit into close style combat. Or should I totally revamp the game and cut off close combat stuff and rely on projectile weaponary? Then again, I don't want it to be another unreal tournament. :P Any cool ideas appreciated. Given the time frame(below), its not going to be a great eye candy but I want ot make sure its engaging because of its gameplay. I am using Unity3D and Blender. I have 3 months time. I know, it seems very less time but its out of my hand. Any kind of help is appreciated.   UPDATE: I was thinking that the 1st level will be like Mario Platformer and then as soon as the boss comes, the camera will change to a 3rd person one...