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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. [quote name='JTippetts' timestamp='1328538809' post='4910153'] Any particular reason that you insist the world be 2D, and in no way rendered in 3D? All this does is needlessly complicate the rendering and the interaction between the 2D world and 3D character.[/quote] I agree with you, however, there is something about isometric (if you have a good artist) that adds more style and flavor that full 3D. Of course this is just my opinion, but I feel it's nicer to look at. [quote name='JTippetts' timestamp='1328538809' post='4910153'] As far as which engine would be best, I've done something similar using Ogre3D. Irrlicht as well.[/quote] Thanks! I'll try looking into these two! [quote name='JTippetts' timestamp='1328538809' post='4910153']One thing to remember about general-case 3D engines, though, is that they work decently in the general case, but perhaps not so well for specific cases like this; or at least, not as well as a solution you develop specifically for the problem. A general 3D engine does a lot of culling and sorting and LOD determination that you can optimize out for an isometric game, since you already know the best order to draw the objects (back to front) and can easily make a visibility determination based simply on the location of the camera. Still, even with the relative inefficiency of using a general 3D engine, you should be able to achieve acceptable performance given that an isometric scene is a very, very simple scene to draw. [/quote] I think I understand what you mean. And I get the feeling that this isometric 2d feel I want can be achieved by many game engines, including 3d ones as you mentionned. I am not very knowledgable when it comes to the many game engines that are available, and I feel overwhelmed by the options. I was really hoping for an engine that sort of aimed for this style, but I am getting the feeling that I just need to stick with one and then change the code to fit my needs, correct? In any case, thank you very much for the helpful info!
  2. Hey guys, I want to make a game (turn-based RPG) that looks very similar to Bastion. [img]http://i1057.photobucket.com/albums/t385/MA_Bison/bastionpc_1.jpg[/img] Here is what I need to implement: -> The overworld is 2d, with an isometric view. The graphics would in no way be rendered in 3D, but rather drawn in 2d. -> The characters would be rendered in 3d, moving about in the 2d isometric world. I have looked at several game engines, but I find it very difficult to know which would be best to implement this sort of look and feel. Which game engine do you guys feel could be best for me so that I would have the least amount of coding to do for purely the isometric view aspect? Note: It would be great if the engine could be capable of having 3D models in a 2D environment. However, if some of you feel this can't be achieved in a full 2D isometric engine, then it should not be much of an issue since a 3D character may actually be represented as a large series of 2D images, in other words, this isn't much of a problem I feel for the moment.