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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.   To answer your question, the game is set in a fantasy universe, around its own version of the 17th-18th century.
  2. Are you recruiting or offering a design for grabs ?     i'm gonna agree with powerneg, i'm not too sure what the post is about. In regard to your idea, what makes it different from corpse party? what are you trying to accomplish with this idea?
  3. Hey gamedev whats happening? I'm currently designing a 2-d metrodvania styled action adventure game and i appear to have hit a snag. I want to give the protagonist a weapon that serves more than one function so i guess this post isn't so much about the story per-say. Its more about what sort of tool i want to give the protagonist. So far i've decided on outfitting the hero with a rifle for long ranged combat, but i'm having trouble deciding what sort of closed ranged weapon to design around.  one idea i ad discussed was perhaps give them hook swords? its not seen too much, and i think it would be refreshing from the age old long sword or katana that's been made so popular recently. what do you think? any ideas or suggestions?
  4. I've been brainstorming a lot for a game idea focused around an arcane university. You essentially start off as a new student and get to decide what your "major"(or focus of study) is going to be as you play the game. My question is what sort of changes could i make to make the game deeper than just "read book, learn spell"?  One idea i had was to make each school of magic fit into a different rpg archetype for example(maybe a player would like to focus his/her studies on healing spells for example, while another focuses on elemental magic). Should i worry about the idea of stats as well? I'm thinking that making the game too number heavy will really break immersion, and i would like to have that constant sense of discovery. If anyone has any ideas as to where i can find new inspirations for magics and some of the possibilities, I'd love to hear those as well.  
  5. I want to keep this brief so i'll get right to the point, how did your designs "evolve"? I constantly go back and take things out, or re work things to improve the game somehow. Its almost like an living, breathing thing in my opinion.
  6. [quote name='viriesque' timestamp='1339000090' post='4946795'] It seems that a flowchart would be a good way to organize this information and begin to develop the ideas you have. Starting at the beginning, actually go through the key decision points you have built up in your head. My advice would be not to even worry about this being a game series and instead, focus on the story itself. Once the key decisions have been plotted out, you can begin to chart out the other decisions that lead up to the big ones. [/quote] ...I feel so silly for not thinking of this earlier. That would make everything so much easier.
  7. [quote name='jsj795' timestamp='1338275274' post='4944270'] Do you mean like a series? Isn't that what Bioware did with Mass Effect series? One ending led to the different beginning in the next game, and so on because the later series were able to read the save file of the previous series and begin the story like that (and for people who do not have previous series' save file, they had the default data) But the only difference now is that meanwhile the first game was FPS, second game is Fighting game. Then the third game becomes RTS, and so on. [/quote] That it a very good way of explaining it. To explain it in a nutshell would be to say that the lore would be continued and expanded upon. The events and figures of game A may be ancient history to people from game B, or perhaps game C happened because the choices (or lack there of) of the individuals from game A.
  8. [quote name='MRECKS' timestamp='1329789574' post='4915028'] Hello Gamedev, i am currently in the brainstorming phase of several different video games. I am currently playing with the idea of making all of these games persist within the same "universe". Given all my current ideas do not fall into the same genre of game, but i feel as though its possible to make them all fit together like a puzzle somehow. Is this an idea worth pursuing? Everyone i have asked so far seems to enjoy the idea, but i was hoping i could get a more professional and peer driven opinion. [/quote] Sorry about trying to resurrect this topic, but i was away for school and was hoping i could further emphasize my idea. Lets say game A is an Action adventure game with a character who wields a particular sword After the events of his/her game, he/she dies and is forgotten by history. Game B(on the other hand) is a fighting game, where a character has unearthed The sword from Game A and uses it in Game B.
  9. After a bit of meditation, i see the series not so much being influenced by the setting, but rather by consequences from past games. One example i can think of is a medieval RPG; A kingdom is under attack by a rouge army led by a military leader of a particular race. Once the game is complete and the kingdom is saved, people become extremely prejudiced and distrusting of that particular race in a game set several hundred years in the future.
  10. [quote name='cmdnvs' timestamp='1329865597' post='4915305'] The problem with co-op environments is that being alone inherently makes almost any situation less frightening. You have support, even if the other person isn't Rambo, you have another functional set of eyes, ears and hands. I think the correct response if you're going for fear, is to make the players feel their teammates are NOT reliable or safe. However for every avenue of communication you provide them, you remove fear. If you make one player 'hallucinate' by showing them enemies that aren't there, them firing off wildly at something no one else sees would startle the others and make them curious, but if they're in voice chat, it's quickly defused as "oh, tim is seeing the hallucinations, no problem". Where if they can't talk to each other, there's more tension remaining. If they're allowed to stick together all the time, you lose even more opportunities. If they are forced to split up frequently (say, to solve puzzles), you have opportunities to cause them fear. Maybe player A working on his objective is making noise player B can hear through the wall, distort them and make them creepy - they're freaking each other out. In certain circumstances, maybe make player A look like an enemy for a moment, player B might fire at him. [/quote] This portion just gave me a bit of inspiration.what If the enemy is smart enough to try and separate the group, forcing them to take different paths? Of course they would meet later on, but the sudden isolation after a hectic firefight would leave me pretty creeped out personally. As for the communication aspect, we could make voice chat proximity based so when the players are separated they won't be able to hear one another.
  11. Hello Gamedev, While i recently decided to further pursue one of my idea's, I've hit a bit of a roadblock. In this idea, four people are trapped in a haunted house and need to escape. These four have access to various weaponry from different time periods in order to defend themselves from all manner of monsters that reside in this house. My question to you is- How do i create a game that is both co-op oriented, and frightening? games like left 4 dead did a great job in introducing the idea, but its linear design and near unlimited amounts of ammo didn't really help in the "scare" factor. Why bother running away or sneaking around when you can just pump it full of lead? One suggestion i got from a friend was to limit the amount of supplies available, is there anything else i could do to help balance the spook to shoot ratio?
  12. Hello Gamedev, i am currently in the brainstorming phase of several different video games. I am currently playing with the idea of making all of these games persist within the same "universe". Given all my current ideas do not fall into the same genre of game, but i feel as though its possible to make them all fit together like a puzzle somehow. Is this an idea worth pursuing? Everyone i have asked so far seems to enjoy the idea, but i was hoping i could get a more professional and peer driven opinion.