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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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  1.   The recipe I was using called for milk :( So i decided to use the Soy Milk instead which I use for my protein shakes.
  2.   Aww man. Spaghetti was one of the first things I learned to cook on my own. I remember reading the directions on the back of a box of rice or something that said, "Bring the water to a boil...reduce to simmer." Searching my oven for a "Simmer" dial... nope. I was like, "What the fuck is simmer. I know what boil is, but simmer?????" Yes I had to google and found a 15 page dedicated to the science behind simmering vs. boiling.    I also tried to be cool making meatballs out of Soy Milk. My kitchen was stuck with this sour milk smell for almost a week and I threw away 3 lbs of ground beef   :(
  3. It seems like it is an Annual check for me to come back here and try to spark my motivation... <3
  4. Wow outstanding article! Thank you for sharing this.
  5. It has been so long ^~^
  6. Hm. No one has brought up one of my favorite Playstation 3 game series, Atelier. It is a much longer series then just the PS3 games but those are the only ones I have played and I absolutely love the system. The entire game revolves around crafting (Alchemy). [b][size=3]Atelier Rorona: The Alchemist of Arland (PS3):[/size][/b][list] [*]Most entertaining aspect of the system: [/list] The entire crafting system was very fun. The biggest thing was you could find 100 of one specific material and you would end of with about 70 unique items out of that. All crafting material (and items in the world) had values associated with them based on their "quality", specifics about the material (Sour, Weird Shape, Expensive, Dry, Or stat altering affects.) You could craft in mass production or in small quantities with trade offs for both. If you crafted something that required 2 Rocks. If you made 1 of that item you would choose from 2 rocks and that is where the quality of your newly made item would come from. Now lets say you want to make 10 of this item, you would then choose 20 Rocks and the end result would be from those 20 items. This would allow you to stack more qualities, use less time (You had to spend time when ever you crafted an item, due to the game being on a Day/Month/Year time line) and hopefully achieve a better item. Trade offs is the end item would not be the highest quality if you just did two at a time. Yes the 10 items crafted all at once would be identical. Weapons, accessories and armor were crafted the same as well.[list] [*]What could have been done better [/list] I loved everything about it.[list] [*]Most annoying aspect of the system [/list] The game ends and there is no "continue" where you left off at. Yes you can do a "New Game+" but I was surprised because I had some big plans for some of the rare monsters at the end of the game and was not able to follow through.[list] [*]Was the system tedious [/list] Not at all. It felt good to find that rare resource that allowed you to make a higher quality item.[list] [*]Was the end reward worth the effort [/list] Yes. There was plenty to do with your crafted items and sometimes you did have an excess of items but they could always be put in storage and most of the time you would find a need to use them later on. Even items you made at the beginning of the game could be made useful near the end of the game.[list] [*]do you craft in games normally ( used to gauge your opinions value ) [/list] Yes! I hated the Everquest crafting system immediately when I first played it (Chance to fail...). I hated World of Warcrafts repetitive no real reason to craft except for these 1-3 items for you end game. Crafting never felt like it could benefit anyone at all in it. I enjoyed the crafting in Chocobos Dungeon 2 for PS1, some Warcraft 3 maps had a very fun system, something like Ice Trolls or along those lines.[list] [*]In your mind, what would be a good system? [/list] A system that makes finding/gathering the resources just as enjoyable as making end product.
  7. Pretty much everything stated above. Grab some card games, find what’s good, physical test first then go from there. I think it would be a good idea to have the fundamentals laid out first such as win objective(s), how cards will be played, cost for cards, deck, etc. There is a fairly new online card game out called Carte. [url="http://carte.gamescampus.com/"]http://carte.gamescampus.com/[/url] I have never heard of the ones mentioned here, Shadow Era or Spectromancer but they both look great 0_0' I absolutely love card games Best of luck to you!
  8. Battle System. . . keeping it simple
  9. [quote name='tstrimple' timestamp='1333002891' post='4926236'] What? No love for [url="http://en.wikipedia.org/wiki/Azure_Dreams"]Azure Dreams[/url]? While not strictly a monster raising game, it had mechanics which made it essential to upgrade your monsters. Every time you re-enter the dungeon, you start at level one, but your familiars keep their levels. Great game... [/quote] I actually never played that! I tried a ROM of it once but it did nothing but crash. From what I read it is kind of like the dungeon crawling in Tornoko's Dungeon and the "extra dungeon" at the end of Chocobo's Dungeon 2. But of course, with the added bonus of having a monster! I will get my hands on a copy of this game and try it out, thank you. [quote name='AltarofScience' timestamp='1333030306' post='4926342'] I was in love with Monster Rancher and Dragon Warrior Monsters. I also liked Pikmin although its not precisely the same. And I do remember the Sonic pets. Thanks person for reminding me of those. So fun. I played a lot of Pokemon too. [/quote] Yes Monster Rancher and DWM are still one of my favorites. Never got too big into Pikmin but it is kind of the same concept. No problem, definitely not a big genre. <3 [quote name='Stormynature' timestamp='1333037378' post='4926378'] Of interest how are you planning on introducing new monsters to the player? Are they captured, recruited, bought, bred etc? [/quote] That is a big one. Have been trying to find what would work best for the game. Here is the most recent one, let me know what you think: Player receives first monster of choice. Does first dungeon (tutorial like), at the end of the dungeon the player will fight a "boss". After defeating the boss the player receives the essence of the boss along w/ an egg of that bosses family. Leaves dungeon, infuses the essence + egg to make the boss monster. From there on it will be from a couple of ways: Specific Monster Essence + Family Specific Egg = Desired Monster [Hatching a monster egg.] Monster A + Monster B = New Monster C [Monster synthesis.] These all work in reverse order as well... The player will have a "Monster Manual" with "pages" in it that they fill from doing numerous things in the game. Such as clearing dungeons, quest and winning tournaments. The player chooses a page from the book and decides if they want to hatch a monster or synthesize. Some monsters will be synthesis only and others will be hatching (regular encounters in dungeons for example.). The page will tell you exactly what you need to Hatch/Synthesize the monster. An example of Synthesis: You want to make this [color=#B22222]Boss[/color] you just beat. You can't hatch it. You see it requires you use [color=#0000CD]one specific monster[/color] and for the second monster it only needs to be a[color=#FF8C00] [/color][color=#006400]monster from the same family as the boss[/color]. So. . . [color=#0000CD]Specific Monster[/color] + [color=#008000]Any Monster From Family[/color] = [color=#B22222]Boss[/color]. Hmm. I feel like I went on for too long, there is a lot more to all of this. I apologize for the lengthiness, just trying to answer a very simple question with a dragged out explanation. Here [img]http://public.gamedev.net//public/style_emoticons/default/happy.png[/img] [b]TL;DR - HATCH OR COMBINE[/b]
  10. I appreciated all of the immediate support, thank you.
  11. [quote name='cgpIce' timestamp='1332701210'] best of luck, hope you're the 10%! [/quote] Thank you!
  12. So, I had to Google P'n'P to figure out exactly what you were referring too ^_- Thank you for the advice and support!