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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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About treekanicko

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  1. Thanks for the responses guys! I've been thinking and I do like the idea, but I think it would have to implemented correctly. My main issue is thinking about how collecting time could become a mundane task. Has anyone ever played Dark Cloud? In Dark Cloud, when you go into a dungeon, you get thirsty so you have bring water with you. Whenever I see someone play this game, they always seem to get thirsty extremely fast, and they start losing what little health they have. Thus, they have to return to the surface and get more water from a shop. It gets very repetitive and boring. So, in a game where the player is always limited by time and they need to collect time to continue, it is imperative that the collection of time is an interesting task, but it can't be required so often that the player is limited by it. Just a thought. Obviously, the player would collect time in various ways, and they could collect it from people. But could they collect it from defeated enemies? My gut instinct says no because it's time and not a tangible object, but then again, most games reward players for completing tasks and defeating enemies. Even on a more extrapolated level, I don't think the player would recieve time for completing missions unless they directly have to do with the acquisition of time! This would make the player work to create ways to obtain time, and if it is a sandbox style game, there would be hundreds of ways to do this. @DrMadolite: You said that time would drive the player to create ways to obtain time, which could in turn be rewarded for archetypical behavior. I think this idea is good, but I also think that the idea may have a serious limitation. In order to create and maintain the adrenaline rush and the fear factor of death, the amount of time the player is rewarded for completing tasks would have to be very small, I think somewhere on the scale of 20 minutes or some value that would keep the player's time relatively low. Of course, the player will have spurts where he accumulates large amounts of time, maybe even years at once, but gameplay elements would force him to use it up. I can imagine what kind of fear a player would get when he doesn't quite calculate right, and buys an item at a shop and is left with only five minutes! @Acharis I totally get that, I'm mainly just throwing ideas out there right now to see others have the similar thoughts. I won't even think very hard about designing a game based on the idea of time as currency until summer (if ever).
  2. Hello all! I watched the movie [u]In Time[/u] last night and I was greatly impressed by the world and the main conflict, though I thought the movie as a movie was kind of cheesy. But then I thought: "What a cool idea for a game!" Hopefully you've seen it, but just in case you haven't, here's a quick summary of the main conflict. **Small spoiler alert** The idea is that everyone is born with a green timer on their wrist that currently has one year on it. They age until they are 25 and then the timer starts counting down, idicating how much time they have to live. Because they only have a year, they can earn time like we earn money, and in fact, time is their currency. Their jobs pay them in time, and they can transfer it between each other by interlocking their wrists. They have no limit to the amount of time they can accumulate, so they can actually live forever if they have enough time. The main conflict is that the rich can live forever and the poor die young. I just think this idea is really cool, and could be implemented well in a game! I personally was thinking something of a third person rpg, but can see it being part of a Mirror's Edge style world, or maybe even Deus Ex. The timer would always be on the screen and the player would have to keep accumulating time by various means which he or she would then spend on items, finishing mission, etc. I could see this idea implemented in a lot of different ways, and I'm wondering if anyone else thinks the same!