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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 atticanreno

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  1. I hate the month of February. I completely despise it. I detest it, and to keep the "d"s going, it disguists me. It's the start of the longest and most borring stretch of school we have. I usually get sick, as it looks like I'm getting now, and the weather is horrible. Someone thought to themselves, "Lets add a holiday to make february a little better" so they added valentines day which, with a parter, is ok, or without a partner, is completely terrible. By this point in the year, those with unrealistic resolutions have given up, and those with realistic ones begin their downward spiral towards their very likely demise. Why am I telling all of you this? Because this mass amount of extra work combined with the loss of moral has pushed our dev work to a screaching halt. We will finish. One day. Just as long as at the end of this terrible wintery hold out I can work the team into seeing the coming march as a chance to begin anew. Start some spring cleaning by getting all our ideas straight and dusting of the unfinished code. P.S. I will have art for you, I promise. My art director just hasnt commited to anything yet and he's really being his own worst critic.
  2. As we get further along in our development it seems that the finish line keeps moving further away. Fix a problem, more begin to arise. Write a side story, discover that the main story doesn't fit into it. But with all said and done, we truly have accomplished a lot. We now have a single person in charge of public relations (Don't worry, I'll still be writing the journal. It is from the developer after all) and we now have enough game mechanics to begin working on an engine. These are both really big steps. For one, I will no longer have to worry about our website and social networks, which leaves me free to work on the story. Our PR manager also is planning on making a YouTube and posting video documentation of our progress (like has been requested previously). Not to reiterate myself, but we almost have an engine! essentially we almost have an alpha! And as we get closer to this step we realize that we have only finished the easiest part for now we must add in the content. There will be content... and content... and content. This being an RPG I see myself staring at the blank page where content is supposed to lie and slowly growing pessimistic about ever finishing. As we get closer, the end seems farther away. I just hope I can keep the whole team working for the long period of time this game will take to make.
  3. I think you both have very valid points, and they are both reasons why i love indie games. They are both reasons why I got into gaming. I have found this research useful, but it honestly has been in the aspect of understanding how i don't want my game to be. The only game that showed true renovation or kept my interest was Final Fantasy Tactics. But, even saying that, I still found it to have overly repetitive gameplay, which makes me question how interesting my gameplay mechanic is. So now I'm spending the last day of my three say week end developing a new randomized system in order to keep things interesting.
  4. Any of you guys seen that art institutes commercial? Ya know what I'm talking about, the one with the game director for God of War III. While doing some lore work for "This World", his line popped into my head: "...before I played games for hours in the name of research..." and it hit me. That is exactly what I need to do. I took the aspects of our game and broke them down into the most important aspects: Creature collecting, Turn Based Strategy, and Lore. I got my self a Nintendo DS emulator, a Gameboy Advance emulator, and the following games: -Pokemon: White -Dragon Quest IX -Final Fantasy Tactics A2 -Fire Emblem -Rune Factory 3 I figure each of these has enough to do with any number of those aspects to be useful for my research, and now for the past two days I've been sitting braindead in front of my computer reading what 16 bit characters have to say about the same exact thing. I have to wonder: Am I really being that productive? Is this really how I want my rpg to turn out? and Why does anybody still pay for handheld games when its so easy to get a ROM?
  5. Well our game has a name and so I am going to tell you now and give it a decent description. Drum roll please... [size=8]This World[size=8] Ain't Big Enough This is going to be a mmotbs. That's Massive Multiplayer Online Turn Base Strategy for those not hip to gaming lingo. There will be five civilizations in one realm which is slowly merging with another world. The other world will be the home to many magical creatures which can be controlled by some simple spells. Therefore, this game is a creature collector combine with turn based strategy battles. Oh and the battle system is already finished, so if you plan on leaving advice please right something about story or lore.
  6. Best way to make it not always the same is to add extra changing variables. Make the background random, the theme random, create powerups and make them random. More variables equals more combinations equals more types of gameplay. plus its always good to make the amount of monsters ridiculously high. The game I'm working on has a creature collector feel to it and i plan to release with at least 200 and a definite plan for expansion.
  7. So I must first start this off with apologizing to the "writing for games" forum users for my triple post. Internet lagged and i don't know what really happened. Anyways it's fixed no and i feel less stupid. The forum post happened to be the cause of my headaches. I am currently working on a new language to deepen the lore in my game. Its been going alright, but I've having a hard time creating a flowing sound that doesn't become repetitive. I got a nice moderator response with some links that I'm hoping will help. Finally uploaded a symbol! Wait no I lied. Well not entirely. This is a symbol, It's just not what our symbol will look like. I created it in a simple iPhone app and its kind of a symbol prototype. My head graphic designer has been more interested in homework than the game (What is wrong with him?). So i promise there will be a complete symbol soon and some concept art. Just be patient.
  8. Thanks!
  9. So my game is going to consist of a system which I thought was new (Some nerdy friends made me aware it was used in some of the Final Fantasies, but I dont care) in which there is another language and the game will have books and signs with lore and that sort of thing in another language. As you level up you can advance your skill in speaking that language (thought about lowering prices from NPC's for higher skill) which will have the game translate different amount of the words depending on how much you know. Anyways, I'm still designing the language. I currently speak English and German and know some basic Spanish. Anybody have any advice on it?
  10. [quote name='AJergenshoon' timestamp='1317240416' post='4866928'] "This World Ain't Big Enough," or "Plowshares To Swords." Hopefully one of those will work or at least give you some ideas. [/quote] Hey "the world aint big enough" is really good. Mind if i use it?
  11. Just checked the site again. Didn't realize the pop-ups were on, I'm gonna deactivate that. Thanks!
  12. [quote name='jjd' timestamp='1326195295'] Nice progress guys! One suggestion I have is that you is to move away from weebly. Those ads are absolutely awful and are really going to detract from the work you put into that website, which would be a real shame because I know you have some kickass artwork that you could be showing off there. Personally, I use dreamhost and they have been pretty good for a long time. [/quote] Weebly only has ads if you place them there. Thanks for the advice though and i will have our teams symbol posted within the next day and hopefully some art in the next week.
  13. Well I finally set us up. We got a Twitter, a Facebook, a website, and even a donate button from PayPal. Anyone interested in the game should definitely check them all out. Read my other posts for info on the game; no official name yet. Twitter: @MehTeam Facebook: http://www.facebook....205596602807085 Website: www.mehentertainment.weebly.com Paypal is on the website. Thanks!!!!
  14. Progress has been very off and on due to school and then the holidays, but we are gonna get going again and I swear, like I've said before, I will have concept art up for you guys. I just got a new computer which will definitely speed things up. So yeah, this is just an announcement: We are still working. Oh and we have a name finally: Svade Uks Actually scratch that, thats going to change.
  15. thank you very much. thats awesome!