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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.

ZaneLi

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  1. Nice, I just checked the game. Some mechanics of it definitely worth learning. Although, making them work in 3D is really challenging considering the time and manpower I have.   Yes, thanks for your ideas. I was actually working on a design similar like that, and found the hard part is to make the AI work in this dynamic environment, and not sure about if putting all the effort in it will result in "equivalent fun" to the players. Perhaps more effort in the PVP mechanics will bring more fun in this type of game.   Thanks, I'll review my thoughts about giving that up, and put some more research time on making the world big and rich enough and see how it goes.
  2.   How about digging the world as a mean to resource gathering? e.g. you want to build a tower, you first need to find and dig some stones and wood? So you'll be given some "free" time to gather and build defense towers before a wave of zombies spawning to attack the base you need to protect.  How's that sound in general?
  3.   Thanks. If you were referring to the "voxel to polygon" tech, it's some kind of derived version of dual contouring I came up with some "hacks" to get rid of the harsh requirement of the "Hermite Data" while still preserving the sharp features of the geometry.
  4. Hi everyone, I'm a 26-year old struggling Chinese indie game developer who is working on a game project inspired by minecraft. Unlike most other minecraft-like games, my initial idea was not to clone the boxy style of minecraft but create a more polygonal style, and start from there adding more interesting and realistic physics and multiplayer interaction.   However, the gameplay design is harder than I expected. Since I used to work as a graphics developer and had little experience in game design, it was not until recently that I realize and admit there're simply too much work to do them myself. So now I have to remove some crazy ideas out of my head and really start to think about how to deliver a playable game or promising demo in several months based on whatever I had in hand: A system that can generate a smooth polygon representation from a voxel grid, but with limited dimension.  Some cellular automaton mechanics similar to minecraft. A preliminary fighting system. Simple AI. Multi-player support, but not massive. I'm no worrying about the visual art, sound and music for now, because they'll be "mod-able". My primary concern is the gameplay design.   Here's a video I made last month to show some basic developing mechanics (no fancy graphics effect yet) and hoping that someone will join me to make them a game. I posted it in China and got limited useful feedbacks (considering minecraft is not so popular in China than it is in the west). So I decided to look for help here. I wouldn't expect to really find some kind of "bussiness partner" here but I hope that I can at least get my head clear on what direction I should take.  [media]http://youtu.be/wnwpBwvmwV8[/media] (I uploaded a new video without music, so this time it should be fixed at last. It was actually the first time I use youtube, sorry for the inconvenience.) You can also download a demo here if you're interested.   Here're some game ideas I have:   1. Emphasis on world exploration, building, battle, and survival. Basically it'll look like minecraft survival mode but with more fancy terrain and graphics stuff. The world is big but not infinite, and each server hosts a world and can be different than other servers. Need some quest system to guide the player when they feel nothing to do. I havn't figure out what the endgame will be.   2. Focus on PVE/PVP multi-player interaction. It's gonna be a first/third person view tower defense game. Well, picture minecraft + Orcs must die, and a little bit of DOTA if in PVP mode. The world is small, and each match last about 15~40 minutes. There're gonna be dozens of levels (maps), and need a lot of time to design them. The pace of the game will be much faster than the above.   3. I should probably go find a job in a game company and make this project as a hobby and continue to work on my old crazy ideas, such as really huge, realistic and fully modifiable world with natural simulation, etc.   So what do you think is my best bet? And what do you think is missing from the demo if I'm going to convince you to invest your labour or money in it?    Any feedback is appreciated.   Edit #1: After reviewing some suggestions, I decided to go with world exploration for now. Thanks for all your suggestions.   Cheers, Zane