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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.

link2be

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  1. Hi everyone. I've been working on this idea for a game lately and I'm hitting a bit of a wall. I'm trying to build a game that has a very large library of weapons that have many tiers of strengths. But calculating the approximate values that a weapon should have at each tier ends up being very time consuming and extremely hard to get the exact right value it should have. The way I'm trying to go about building this library is I that for every weapon type, I figure out what values it should have for a level 1 character and then I figure out what values it should have for a level 30 character (which is the highest a character will ever reach). Once I know the beginning and the end, figuring out whats in the middle isn't that hard... At least it would be pretty easy if I just wanted a straight progression, which I don't. I would like a progression that increases as the tiers go up. This is to make it so every tier is noticeably better than the last. I don't like the idea of using a straight progression and here's an example of a linear straight progression of values for a weapon to show you why. A level 1 sword that starts at a strength of 1 and every level, the strength of the weapon would go up by one strength. So at level 5 it would have a strength of 5 and at level 10 it would have 10 of strength. Now if you look at the jump from level 1 to level 2, it is a very significant increase in strength. Literally 100% more strength. Compare that with the jump in strength between level 4 and 5. The jump is now only 25% more. At level 10 going to 11, its only 10% more. Essentially, the higher the level goes, the less significant the level of the strength increase becomes. This is why I want a curved progression throughout the levels of tiers for my weapons and all my equipment versus the straight progression. Every level higher needs to be noticeably better than the last. I though up of a type of tool that would allow me to generate values with a modifiable curve for my equipment and I looked around the web for something, anything, like it. But no luck. Here's what I'm looking for: Some kind of tool where I put down the level one value (start), the final level value (end) and the amount of levels throughout (say 30 or however many I would need at the moment). Once those values are given, that would generate a graph (typical X-Y line graph) with a straight progression between all values and it would also need to have some fields that give the exact current values for each level throughout. Simple enough. Now here's where it gets a little harder. The graph would need to be interactive. I would need to be able to grab the line of the graph and modify it to create the curve I want in the line (similar to photoshop when modifying the line in the curves menu (image/adjustments/curves)). By doing this, all the values for every level would need to update as the line is moved. That way, once I have the curve I want, I could simply copy and paste each level value. The last thing that would be cool to have is an option to save the current curve to be able to re-use that exact same curve later. Does anybody know of a tool that would be anything like this? If not, would anybody with the required skills be willing to try and build such a tool so we could give it to the game design community? It seem like the type of tool that would be very useful. Any thoughts or comments? I'm all all ears guys and gals. I hope to get some feedback on this. Cheers Link2be