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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.

riuthamus

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  1. We wanted to show off some of the new gameplay features while giving a generic explanation of what you can do. This is the first of many videos to follow in a series that will go over the basic functions of the game. Any questions let me know!
  2. Born from a passion to have a quality farming game on the PC, we bring you "Valley of Crescent Mountain". However, why stop with farming when you can add espionage to the mix, throw in some magic and perhaps a dastardly deed or two and what you have is our game! As a newly graduated Spy, you have been dispatched into the world to make a difference and benefit the kingdom. Your first post is to the north near a neutral town settled deep within Crescent Valley. The village is in the middle of the only mountain pass between your kingdom and the neighboring nation. A small plot of land has been purchased on your behalf for you to establish your deep cover identity as a new farmer to the area. Your mission is to engage with the locals, watch for incursions by the opposing kingdom, sway opinions to your advantage and find new opportunities to push your country's agenda. Amidst all of this, unsettling signs of darkness are making themselves known. WHERE CAN I FIND OUT MORE ABOUT THE GAME? FACEBOOK: https://www.facebook.com/vocmain/ TWITCH: https://twitch.tv/riuthamus YOUTUBE: https://www.youtube.com/user/riuthamus TWITTER: https://twitter.com/riuthamus INDIEDB: http://www.indiedb.com/games/vocm WHAT IS THIS GAME ABOUT? Inspired by previous games such as "Neverwinter Nights", "Harvest Moon", and "Witcher", we wanted to bring a game to life that did justice to the Farming genre and its RPG elements. This is where our game comes in. We are putting a heavy focus on roleplaying events that will define and change how you play the game. Add a unique starting point for the storyline and you have what I call "winner winner, chicken dinner!". Speaking of chickens: WHAT ARE SOME THINGS WE CAN DO IN THE GAME? FARMING: In our game you will be farming on a grid. This grid based system will notify you via visual cue on the status of your crops and the tiled land. Everything from water saturation level to plantable tilled land. If you want to know the status of every tilegrid on your entire farm you can press q and it will quickly show you the status of all tiles on the farm you own. Want to go back to less information, just press the tab key again and it will all be removed and brought back to normal. You will gather seeds from quests, events, the world, and from other plants. Use these seeds on the tilled land to start creating the birth place for your plants. Once your crops have been brought to adulthood you can harvest them. If you are unhappy with the crop you can throw it away, or if it fits your needs you can store it in your backpack.
  3. Don't think I am Unity's side, honestly I hate the engine and all it stands for. I hate it so much I have to defend my choice even if this isn't the place for it. <_< However if you just made a Unreal level, with nothing in it and exported as a game it's over 200mb large blank level. Most of Unreal's tools are made with long term games in mind, you won't be able to use even 20% of the engine in a weeks time.   Unity, as much as I hate to say it, is best for the small games we can make in a week. If someone plans on taking the game past this week, then Unreal would be the best choice.     Again, I dont want to turn this into an unreal vs unity thread. Some of what you said makes sense, but there are 5 arguments rolled up into one and they dont all make sense for that 1 argument.   So this is what I am going to say, and leave it at that. If you want to dispute my claims please bring that to a PM or something. The only reason I am responding on this thread is so that people are not discouraged to use Unreal due to the comments presented. 1) Unreal engine has BP's (blueprints) which allows for visual based scripting, as fast as or faster than C# prototyping. You can make an entire game with this. So the comment about not even using 20% of the engine in a weeks time is 100% false. You could, within hours, flesh out networking, movement, physics, and have an entire game ready to roll all from Unreal's core project files with minimal modifications via BP scripting. 2) Both Unreal and Unity provide robust systems for making games quickly, however unreal provides artists far more tools out of the box. Meaning, you could have an artist on the team who helps you with the code elements. This can lead to a faster production time. Those coders out there who are also weekend artists can gain perks from this as well. Some of the tools in Unreal are purchase only from Unitys store. 3) The argument for the file size is fairly correct, but that is ONLY if you leave in all the core assets. Our first production of our game (WoA:4 ) was less than 300mb and that was with 100% custom models and textures. So the idea that your game has to be huge is predicated on the concept of using all of the engines "default" content. You can choose to use none of that and work with a very light load based setup. 4) This point is the ONLY point that I would argue Unity is better. Unreal is not as featured packed when it comes to the 2d side of things. Their UI editor is horrible and needs some serious work. With those in mind, if you are running 3D you have no reason to not choose Unreal. So, while you might think that Unity is better, in all honesty its not. Either tool will work and can be used, its the skills you have with them that will determine if you can use them properly. If you are new coder and never made anything before than C# might be the better path for you (Unity), but it isnt the only path and it isnt the "best" path either. BP scripting is powerful tool that can allow you to create games within minutes using the full feature set of the entire engine. Don't believe me? Check out some of the UE4 gamejams that are ONLY 3 days. Some of the games people product are off the charts and they were done with less than a 5 man team.
  4. Most should be using Unity, it's the best engine for a game that can be made in a week; Unreal is to heavy for this. Custom engines would also be good.     I wonder If I start now to make walls, floors, shaders and other basic items -that I know every game uses- is that cheating?     100% disagree with that comment about Unreal, but thats for another topic :P
  5. I will be making an asset set for this years stuff, wanted to know if most people plan to use Unity, Unreal, or a custom 2d engine? Thoughts are welcome. The goal is to have roughly 20 - 30 assets available for you guys by the time of the event. This pack will come full with animations, particles, and some icons. Thanks in advance for any and all info you can provide.
  6. I think that throwing shit needs some small work! lolol
  7. Need pictures, text is so boring...
  8. Yes I did
  9. Aardvajk, thanks! <3
  10. Yeah, thanks, it is good to see it actually coming all together. Hopefully we get the greenlight and then we can release it on steam!
  11. So, the game we made for our "Week of Awesome" entry has finally been put up on greenlight. We have been working for several months porting it over to UE4 since the project was left aside when the primary programmer got hired on for Arma. Now that has been completed I now have a new team and we are moving development to UE4. We have all the primary systems over, but I am redoing the artwork to ensure fits with UE4's pipeline and fits well with my desires for the games look/feel. If you want to give us some support head on over and click the vote button: http://steamcommunity.com/sharedfiles/filedetails/?id=448884478 Here is a snippet of what the games premise is: Born from a passion to have a quality farming game on the PC, we bring you "The Harvest". However, why stop with farming when you can add espionage to the mix, throw in some magic and perhaps a dastardly deed or two as well to spice up your life. Having graduated from your training as an agent for the kingdom, you have been dispatched into the world to make a difference and benefit the kingdom. Your first posting is to a neutral town settled in a deep mountain valley and resting right in the middle of the only mountain pass between your kingdom and the neighboring nation. A small plot of land has been purchased on your behalf for you to establish your deep cover identity as a new farmer to the area, engage with the locals, watch for incursions by the opposing kingdom, sway opinions to your advantage and find new opportunities to push your country's agenda. Amidst all of this, unsettling signs of darkness are making themselves known. And the video from the actual week of awesome.
  12. Yes, and thanks eck! <3
  13. needs more pictures. You should talk to your artist and have him share some with you.
  14. Thanks ashaman, means a lot!
  15. So, this week I have participated in my first ever KS. CLICK HERE TO VIEW IT If you are interested show us some support and get a package! Comments welcome!