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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 JamesGarvey

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  1. I spent a short time while on a business Internship looking at the success of Candy crush (and some other social games). IMO it;s the finer points of the game itself which help make it such a success, or in other words why it is a sucess and some of the other King games are not sucesses.     There is just enough random good luck to give a player the impression that on any good day, all the levels are possible to complete, this is also why it earns so much money in virtual goods. I'm sure some people think "oh I've had bad luck this time, maybe I'll buy a power up"    The graphics have a lot to do with it to and this is where King games have messes up with other titles; Candy crush is actually very minimal: very strong individual shapes and colours means you can use peripheral vision to see the entire grid (unlike match three's with busier graphics) thus the game rewards the same sort of skills people use when solving words erches. In other king games the "units" are either smiling animals or vegtables or something of that description, not vibrant but basic block colours and shapes.    In a more psychological and genetic sense colour differentiation and better panoramic vision is a typically feminine trait (masculine traits are better 3D and spacial awareness, might hint at why guys tend to prefer 3d graphics and sportrs/action games)    Since more women then men play social games, and Candy crush rewards skills which are typically strong in woman, it;s a game which appeals to the larger section of social Gamers.      I'm currently working with a friend to make some social games which I believe, have a good shot at being successful, it's slow going but a dream's a dream. 
  2. cool article, in games there is always a toss up between plausibility issues and liberties taken for the sake of game-play and design. The amount of power swung around in turn based battles makes it very had to believe the same gang need to go around looking for keys to get rickety wooden doors, or lack the ability to resurrect characters that die during story events.    Unlimited Saga had a system a bit more like the "realistic" hit points like you describe.  a character might have 200 or so hit points but about 7 life points.   It's been a long time since I played it but essentially the general hit points were lowered when receiving attacks and when using special skills, and they replenished when a character was resting (or not being used for a few turn or walking about in between battles)    Then "life points" (if I remember correctly) represented true Hit-points; the lower your general HP, the more likely an enemy attack would also claim a precious Life point or two, representing that your character is too tired to avoid, parry or better absorb an enemy attack and that the attack was either serious or fatal.     I always though JRPG's should have a system for "knockout" and also "death" as opposed to either knockout only or death only. If in one RPG Universe when you reach zero HP you're dead and pheonix downs fixes that, then how come when a character dies in the storyline someone doesn't just chuck a phoenix down at them? then if in another RPG universe if zero HP means Knockout, well what about when a Death spell successfully hits? That character hasn't been clobbered into a coma to later be given a drink of water, no, the grim reaper visited the screen and took his soul to hell; it should be game over.    If I were designing a turn based RPG I would have stamina point and life points, to designate Knockouts from "death" (i.e. game over)   Stamina points meaning your general physical well being; lose some if you're exerting yourself or get hit by a general attack, when you lose them all you get "knocked out" i.e., clobbered unconscious.  Where as on the other side, Life-points (or "life point" if mortal) would be 'game over' material if a character dies then they're dead.    Some might say this is too abrupt, but there's lots of ways around this. If you imagine a game that has interactive timed events (like the Limitbreaks from FFX, or Squall's gunblade from VIII) it would be cool to imagine an enemy suddenly using a Death spell, and not just knocking out an ally but killing them and because someone on your team has a quick reaction skill, before the death is permanent you're given a brief opportunity to act quickly to save the game over.   This way, the "lore" of the world (in this imagined RPG) would be consistent even should characters die as part of the story, but also it would allow resurrection magic to exist only for it to be a matter of time like CPR on a drowning kid.  This way the RPG world using this system could have a death spell, a resurrection spell, general knock outs from physical assault, and narrative based death of character without clashes in plausibility.