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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 Mtuntid

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  1. Tom I meant laws like in Physics / Magical laws. Thanks for all contribution. I am looking for material to sift through.
  2. Most of you have misunderstood what I meant with world. If in doubt look at pixelartist's post. I've read the books and yes it is nice, but still it's a lot like Lord of the Rings, Wheel of Time has a way more developed world than both Eragon and Lord of the Rings. And yes the eragon movie did suck.
  3. If it is a deceloped game looking at statistics is often good. From there you can have an algorithm that adjusts the prices of items ect so the prices/damge settles after some games.
  4. For what sort of game should the worlds (rules) apply? Not a game. Just wondering. Not quite. Worlds like bioshock i meant not maps, but laws.
  5. Please post: 1) Best storylines 2) Best worlds (in laws not in look. i mean like for example the well known avatar cartoon where they can control elements) created. It can be from any place. A book, a game, a comic/manga, your imagination, whatever.
  6. Me thinks you probably wrong. I find a lot of tutorials and other things that start with the basics. And I found some free lectures from Stanford University on Machine Learning, but I can't find plain code.
  7. [color=#000000][font=verdana, arial, helvetica, sans-serif][size=3]I need some examples for Genetic and Evolutionary algorithms in C++.[/size][/font][/color] [color=#000000][font=verdana, arial, helvetica, sans-serif][size=3]For solving different problems, not only the Traveling Salesman Problem.[/size][/font][/color] [color=#000000][font=verdana, arial, helvetica, sans-serif][size=3]I couldn't find any myself, not in c++.[/size][/font][/color] [color=#000000][font=verdana, arial, helvetica, sans-serif][size=3]I need plain code.[/size][/font][/color]
  8. Quote:Original post by dantheman3633 How many video games have you made before? You might want to start smaller then starting with a full-fledged RTS game. I have made a few smaller games, but not such a large project. This one will be easier to create because it is NOT going to have AMAZING graphics. :D And this game won't include opponent AI in the beginning.
  9. [quote]Original post by radioteeth Quote:Original post by radioteeth As for WWI, I stopped being a fan of realism and/or simulating real scenarios when I realized that it murders raw creativity, and thus leaves the developer unfulfilled by robbing them of the opportunity to explore what could have been a project with limitless options for expressing their ideas with. I wouldn't make scenarios. I want to make it time specific, since I am bored of the science fiction and fantasy RTS. I also got bored of playing RTS where you are far back in time. I want to play modern RTS for once.
  10. I don't know in witch section I should post this, so I'll just put it here. I like RTS games a LOT and I tried to find a modern RTS game. I found World In Conflict, but it was RTT. So I decided to make my own modern RTS game. I know it will take a lot of time. I'm thinking about 2-3 years. The game starts in the beginning of WWI and ends in the present. What do you think is better? 1. Would you want Age Of Empires style game? I need your opinion on what you would like to see in the game, both economics (what kind of resources to use, what kind of upgrades) and military part(units, buildings). 2. A mixture of Government Simulation and RTS? You build a few types of cities, those cities are controlled by AI, how well the city does has some randomness and the resources you get depend on the area. You are in charge of placing new cities (where you place them, how many) and military bases, the amount of units you make, taxes, declaring wars, trading needed materials. Please tell me your opinion. [Edited by - Mtuntid on November 21, 2010 11:18:33 AM]