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      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.

Michael Baker

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  1. 1. Run at a slowed pace 2. Combo of Mario and Ghost'n'goblins (A Little XD) with some acrobatics/aerobatics. 3. Preferably not across flatground but down stairs, depending on how fast they entities are traveling they might hit stairs on the way down (a bump, I guess) This is what the third sample looks like so far, not all textures are made yet - while a few are place holders. [img]http://dl.dropbox.com/u/15538749/Programming/MyGame/Info/Texture%20Previews/Combo.png[/img] So i'm technicly following the third alternative at the moment. Edit: Tiny change.
  2. That's pretty much what I've decided to do. I'm making them work together, better.
  3. Well I've decided to take do a differnt style instead of these two for numerous reasons, but thank you anyway.
  4. Oh, sorry, I should elaborate. The left one would most likely result in a very mario like game. You know run from left to right collecting points, dodging/killing enemys before the timer is up and a few puzzles. While the right one would most likely result in a game that's more like metroid but has alot more puzzles to solve. It'd probbly involve more fluid movements (Wall runs and alike) Edit: So no it's not only cosmetic it's also helps link gameplay mechanics in. Edit2: Rewording. Edit3: Now that I think of it a little like colbolt, with the one on the right. and another Edit: On the cosmetic side the one on the left requires many "transition" textures and uses alot of colours while the one on the right won't require as many transisions and so far each texture only uses 5-6 colours in it.
  5. I assume that I'm postting in the correct section, please correct me if I'm not. So, Hello! I'm currently in the Pre-Production/Concept Phase for my game and I need a wider opinoin for than facebook for the art direction of this game. Here are the two styles I can't choose between: [center][img]http://dl.dropbox.com/u/15538749/Programming/MyGame/Info/Texture%20Previews/OpenLandscape.png[/img][img]http://dl.dropbox.com/u/15538749/Programming/MyGame/Info/Texture%20Previews/MetalTunnels.png[/img][/center] The picture on the left was made by Effects and some purposly placed pixels and the setting of the game would be outdoors. The picture on the right was made as an attempt at pixel art and the setting of the game would be some kind of metal ruins. I think you might need/want some more information about the game before you give me feedback:[list] [*]The collisions are Pixel Perfect. [*]Hopefully there will be some fuild physics. [*]Some terrain can be destroyed. [*]The textures are 32x32 pixels. [*]It's planed to have things that move and a multitude of AI. [/list] So would you be able to tell me which style I should go with? I really need to sort this out before I can continue.