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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.

dr Jack

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  1. Thank you very much for the help! I'll give it a look and see what I can do with Daz. (And I'll take care of the spam!)
  2. Hey all guys.   I'm developing a 2d orthogonal strategy game. The graphic would be something like telepath tactics.   Currently we're creating a prototype and we could use a sprite sheet of 2 to 4 characters. We started using this asset on opengameart, but its license is CC share alike and GPL3 so, if we want to use it, we have to publish the entire source code of the game.   Could you point me other spritesheet we could use. Anything simple would be good, it's just for the prototype.   If you check the first image in the gallery of this project you could see the base spritesheet we would like to implement.   We appreciate any help you could give us.
  3. #Storyline - Tutti i tipi di magia. Dalle serie tv fino ai libri. http://t.co/gB4tEjwR
  4. #Eydor - Domande, ringraziamenti e avvisi. http://t.co/FrcWc8wg
  5. #Libertàdiparola - L'amministratore di un sito è responsabile anche dei commentatori? Risposta della cassazione. http://t.co/f6D2MUDG
  6. I have written a review for "The Ultimate Guide to Video Game Writing and Design" http://t.co/ySBaX6S2
  7. #Arena - Lo scontro tra Sarah Kerrigan contro Saren Arterius ha inizio. Zerg e Reapers attendono il risultato. http://t.co/hSWtvN2R
  8. Let's make an example of game don't show and show don't tell. The game is about assassination. [b]Story element[/b] There's an antagonist who you need to kill. You can: - tell the player with a dialogue "mister x has been killed". - Show with a cutscene deciding how and when mister x will be killed - Let the player play the killing. Too easy? Let's add some subplot. [b]Story elements[/b] The enemies had a informer in your team. You think he's Mister M, and you send an ally to kill mister M. While on mission you will understand that you were wrong. Mister M is not an enemy. Now, you can: - use dialogue to tell the player: "ok, you saved him". - Show a cut scene where you see him saved. - Give a player a chase challenge to run and save him. Ok, also dialogue and cutscene are useful, and I'm not saying that we've to put away show don't tell. I want to say that the best part of the stories should be playable, and this should be our priority as game writers. Part of the story who aren't playable can be freely cut. [u]A possible application:[/u] Long lines of dialogue can be boring and many players start to avoid them. So we should: a) let the player play more and listen to dialogue less. b) make the dialogue a gameplay element (such in Alpha protocol)
  9. Show don't tell is a basic rule for a written story, it's very old and accepted by the experts. But I think we should talk about: [b]game don't show[/b] (a new rule I heard about gaming, I think on [url="http://www.google.it/url?sa=t&rct=j&q=penny%20arcade%20extra%20credits&source=web&cd=1&ved=0CC4QFjAA&url=http%3A%2F%2Fwww.penny-arcade.com%2Fpatv%2Fshow%2Fextra-credits&ei=iuPETtuFI4Lj4QSxxcn-DA&usg=AFQjCNGLBtRBePlPrOz3RYfHlBRyzLhcxQ&sig2=EhFgPWDRSm1cmz8zeevXhA&cad=rja"]penny arcade - extra credits[/url], don't remember which episode). In a game we should express the story using the game challenges. Ex. in assassin creed you KILL. Yes, the killing is also showed. But it's not simply a cut scene or a line of dialogue (that are ok for other media such movie or books), the [i]challenge of the game[/i] is the main issue to communicate the story. @ msvc The story, with some little adjustment I think, is ok. The question is: how do you plan to implement it in the videogame? In which genre does it fit? Why it is good for a videogame?
  10. #Rap - Hitler contro Darth Vader. http://bit.ly/eh8hfu
  11. #Videogiochi - Esistono bei videogame gratis? Sono solo leggende. http://bit.ly/hCko92
  12. [url="http://www.atitd.com/"]A tale in the Desert[/url] seems to have a nice comncept, I'll try to play it. [quote]Yep, an MMO with a win condition. Once it ended, a new server started up (with marginally different mechanics). I think you had a year and a half to complete the challenge, or else it was deemed a failure and the server reset.[/quote] Nice . I think this type challenge can be set as repeteable periodically. Also without restarting the server.
  13. [quote]No, not Art of Game Design (good book though - you could probably get it from an online book store). This was a document written specifically about his game "Balance of Power". Here is a link: [url="http://www.erasmatazz.com/page78/page146/page147/BalanceOfPower.html"]http://www.erasmataz...nceOfPower.html[/url][/quote] Yey, I found the book on ebay, alas not the cards (at least on acceptable shipping cost). Thanks for the link! [quote]That is an example of a very simplistic form of what I am talking about. However, it sort of fails as the paths the player takes through the story (the narrative) are still pre-set.[/quote] Ok, I agree, I only want to check if I understood. I think to understand what you mean by Agent and Agency, and it's a very sexy Idea (and maybe not so difficult to implement). I'll try to be more specific. The choices of the players can influence the game, not only in an "illusionary fake way" (like torment and many other single player games, where the player can decide, but it didn't matter to the story, or it matters, but not so much), but also in a "real way" (or simple "illusionary real way"). With "Real way" I mean that a players' decisions have (or can have) consenquences on the MMORPG setting. I'd like to elaborate this "real way" and to check what a player can do to a MMORPG setting. Killing is very very simple, territorial wars is a little more complex (and already implemented), I'd like to check if anyone has other ideas. I'd like to find "objectives". What can do the players to the game-world?