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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 Cotysaxman

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  1. I'm of the mindset that you should pay for convenience. Let's take...Pokemon, for example. There are services within the game (which are free) that could easily be replaced with microtransactions, were it a free-to-play game. The "name rater" (change nickname), move deleter, move relearner, props for musicals (or bases, rooms, etc.) are all services that aren't necessary to be the best in the game, but they sure are convenient. Rare items may also be sold, since none if the items are game-breaking. Good luck making a game as balanced as Pokemon, though.
  2. I noticed you're in the UK, so I can't suggest a college to you. My first suggestion is that if you don't have a largely required math course already, take the course! Clearly, it will open up your options. If you simply aren't good at Math, you may not enjoy more difficult programming. My college (igm.rit.edu) recommends calculus as a part of the curriculum. As far as degree or no degree, I think Tom's FAQs covered that pretty well. Essentially, a completed degree makes you more employable. A completed portfolio makes you more employable in the games industry. Get what you can, and give it your best shot.
  3. As Tom would say...read FAQ 70: how to make a decision. Sloperama.com is the site. Good luck with your future job, and I'm sorry that I don't have any personal experience from which to give you advice.
  4. How long is the game supposed to take? In my opinion, a tower defense game is a heavy timesink...as is an RTS. How do you plan to balance those methodical styles with 3rd person action segments? I believe the action can be done in 3rd person, as well as the building. I also believe that the game can work as a traditional tower d with top-down camera. I think some of the action can play out as a turret style shooter.
  5. Uh, the OP isn't asking if he needs to balance. He wants to discriminate based on sex, and is asking how many people he can discriminate against without being sued. He WANTS a 50/50 gender split. If he hires 3 men for a 6 person team, he wants to legally reject every other male candidate.
  6. I was thinking more like...in the rts/shooter context..."forcing" the player to switch. Do this by causing the action to die down, and rts objectives like resource gathering and turret upgrading/placing need to be done. Gradually reduce the down time as the players get into a rhythm of knowing when to switch.
  7. And thus begins the hunt for mini-Sloper. I'll begin by asking everyone vague questions. The first person that tells me to "read FAQ ##" is my suspect. Like a real life "Where's Waldo?"...except his name (probably) isn't Waldo.
  8. I'm thinking the switch between managing turret d setup (rts mode) and turret shooter mode is a solid base for a game. For me, the third person aspect is too independent of everything else. It could be its own game...like a co-release. IDEA! Make two games. Let third person players and rts/shooter players play in the same multiplayer games, through separate but interacting software. I'll expand on the idea if you like.
  9. Hmm...cap player velocity independently of platform velocity. player.speed = (player.speed + getPlayerAccel(platform.friction)); player.x = player.x + (player.speed * player.direction) + (platform.speed * platform.direction); If (player.speed > MAXSPEED) player.speed = MAXSPEED; Something like this.
  10. Hmm...star wars: battlegrounds? Every time you die, take control of an existing unit. Switch back and forth between management (during which your character is ai controlled) and direct character control.
  11. How is the player accelerating the platform? It seems that running on something would make it move backwards... But, anyway, set a terminal velocity. If walkspeed>x, walkspeed = x.
  12. Is there any online treasure trove of these equations? More than making this one idea work, I want to know how these systems work. Science can be very inspiring.
  13. 3. I'm in Wakayama prefecture. Nice place. 4. My mother-in-law teaches English, so I don't speak much Japanese at all, daily. 5. A one-subject teacher here make about 50k, two-subject teacher 70k. Private schools pay much better than public. 6. I'll keep a look out. I'm 100% accepted and enrolled. Is he student (game design?)? or faculty? I've only met Andrew Phelps, the chairman.
  14. I've decided to pursue two minors: philosophy and japanese. Believe it or not, being in the Marine Corps Infantry actually wipes out 11 credits and some seminars I will pack as many extra Game Design specialty classes as I can...and, yea, take whatever I want, if I want to take anything else. For anyone curious about the logic in choosing minors...philosophy I chose because it is the art of logic and problem solving, which both apply heavily to programming (and interest me). Japanese was an easier decision. My wife is from Japan. I'm in Japan. My in-laws own a Japanese private school (juku). While it may help in game design, Japanese will help me more with everyday life, and provides a fall back career plan (teaching here in Japan).
  15. Sounds like a very interesting world. At the very least, a nice looking FPS map. For the RPG I am currently planning, I'm going to go with the mirrored world idea. I'll likely post details in the game design section. What temperature range were you considering? Here's another thought: two extremely low density planets of arbitrary mass, with insufficient pull to orbit each other, orbiting the sun in unison, causing one world to live in a near eternal eclipse Maybe provide moons for lighting. Seeing the solar corona daily would be pretty awesome.