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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. The parts that were going to resemble xcom were going to be the equimpent system, where you're limited on slots for carrying items as well as weight, and I was thinking about the in between missions, base management part being like xcom, but when I think about it, it's vaguely similar to MGS Peacewalker, However, like I said, I can't do anything about this right now, so I'm just keeping the write up handy until such a time as I can do something with it.
  2. Unfortunately I think I'm going to have to throw in the towel on this one, for the time being at the very least. I just don't have the time or resources to make it happen right now.
  3. Now, I realized from the get go that this would be difficult, and was probably a long shot. If I were already friends with programmers, that would make this a lot easier, as then they could work on the project, and also could show me how to do a few things so I could contribute to the project. If I wanted to start teaching myself game design in my spare time, where would I start, and how would I go about doing that?
  4. What I meant by my comment before last is, While I'd prefer to have a hand in making it, I'd also be willing to give it to a team looking for an idea, just so I could see it become a reality.
  5. Does this sound like a valid course of action? I'm thinking first, I try to get a team that doesn't require payment up front (This is probably the hardest part) Second, get that team to produce a demo. third, Put said demo on Kickstart. (I'm resisting a south park "profit" joke here) fourth, if kickstart is successful, use that money to pay the devs for the demo, and the production of the game.
  6. While I certainly wouldn't say no to making money off of it, that's actually secondary. I just would like to see it become reality.
  7. I didn't intend it to be a mix like that from the start actually, I just started writing down what I wanted it to be like, and when I got to an aspect that I needed to figure out how to do, I'd think of a solution, then it would occur to me that "Hey, that's kind of like this other game". For instance, the MGS Peacewalker similarity, part of my idea is centered around rescuing survivors, which made me think, how should they benefit from rescuing people. For that I decided okay, rescued people can be put to work behind the scenes to help the overall war effort. Then it would occur to me that it was similar to an existing game. So I'm not intentionally mixing existing concepts, it's just that the ideas I come up with were previously used in other games.
  8. So far, as the idea has become more fleshed out, It's taken on more of a life, and it's drawing inspirations from more and more other sources. It's now a hybrid of X-Com, Rainbow Six, Metal Gear Solid, Peacewalker, and of course, its original inspiration, Atom Smasher Zombies.
  9. Well, it's not even printed out, so it'd be kind of hard to wipe with it in its current state. I'm thinking about learning enough unity3d to create a bare bones version of it, and going from there.I've never used unity3d, so no telling how that will go.
  10. I have considered kickstarter as an option as well, but I'm not sure if that's really an option if I don't have anything but ideas on paper.
  11. Okay, wasn't sure if theft was a major risk or not. I've looked around online and other than the game that gave me the rough idea, there's nothing else like it that I've found. I'm seriously wanting to make this happen, but I know I'll need to hire people to do the actual programming. I haven't completely figured out how I'm going to finance it yet though. Heck, while I've done a lot of the concept work already (now 7 pages into the GDD) I haven't even decided on a name for it yet.
  12. Is there a format to follow with a GDD? Or at least an example of one I could use as a template? I've got a lot of features figured out in my head already, I know there are probably aspects I haven't considered yet though. Disregard that, I'm already about 5 pages into the GDD. Is there a way to show this to people to get opinions without the risk of it being stolen?
  13. My apologies, that is literally my first post. Won't happen again.
  14. Over the past couple weeks I've been kicking around in my head an idea that I personally think can make a great game. I don't have any programming skills, nor do I have the time to learn them, but I'm stubborn and I want to make this thing a reality. Without going into too much detail it would be a shooter, 1st or 3rd hasn't been decided yet. It wouldn't really be open world, but would be open ended. Think along the lines of the original X-Com. It would be class based and it would center around co-op play. And finally, I know they're getting used a bit too much in pop culture right now, but it would be a zombie game. Let me know if anyone is able and interested in helping, and we can go over more of the details.