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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.

Michael Woodard

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  1. I think the problem here is the calling the funding of a war "Defense"... It was purely nepotism on the part of the former president... who was the son of a president who had a beef with Saddam Hussien. If he just went after examining Bin Laden's whereabouts instead of declaring war on Iraq, we wouldn't be in those trillions of debt. Dubya was paid off by rich arabian sultans or whatever the hell in oil money....
  2. I posted it on my blog. Didn't want to take up space on here.... http://deathneveracceptsgame.tumblr.com/
  3. we all know something is bound to go really wrong in the world we live in so I think that's one of the reasons why Post Apocalyptic pops up a lot. I would like to discuss my game and how its different but I'm on a NDA and am still getting permissions to tell about things. It's actually "Voodoogames'' game. Death Never Accepts. So until I'm sure about the details, what do you think makes the apocalypse so entertaining?
  4. How's this for a summary? [img]http://i712.photobucket.com/albums/ww127/facattack/Death%20Never%20Accepts/humanhunteriii.jpg[/img] We're looking for fresh blood! Will it be yours? Death Never Accepts is having an open casting call. Artists, Programmers, Writers, please apply. Post on forums your qualifications or reply to this post or pm me! Follow us on Twitter. @gameDeathNever. [url="http://www.facebook.com/pages/Death-never-accepts/403869739669381"]Visit and like us on Facebook![/url] [url="http://deathneveraccepts.com/"]Come to our homepage.[/url]
  5. you did? I must have never gotten the message. Darn skype. I'm supposed to be working on a "Born to Reign" project and am their chief recruiter or as close to one as they've got. That project has drips of activity here and there. My Damar concept has no interest... so I can certainly do a little freelancing without any profit motive. So your concept seems to be a Shadowrun-like game with non-human mutations running amok in a Distopian future. I like the art I've seen of it. You certainly have some good looking characters. And the lore is shaping up well.... what could I help with?
  6. [quote name='frob' timestamp='1344881456' post='4969142'] Why not come up with your own? It is the least risky, and in my view, also the most fun. Do you really want to tell people, "Look at me, I'm a copycat!", or would you rather announce "I made this awesome thing myself." ? [/quote] I don't see what's wrong with adapting when you're allowed to. Yes, creating new material is a grand idea. But if things are going to be derivative or be perceived as being derivative somehow. I think alot of Japanese RPGs borrow the same mechanics from each other.... But creating material whether it is new or an adaption takes hard work.
  7. [url="http://www.gamedev.net/topic/420436-free-alternatives-to-the-d20-system/"]http://www.gamedev.n...the-d20-system/[/url] I elected on using the Dominion Rules as mentioned in my announcement post. Has any one made progress in the adaption of PNP rules system to a computer game? There's also an OSRIC rules-set I have heard of. [url="http://www.gamedev.net/topic/377537-d20-system-open-gaming-license/"]http://www.gamedev.n...gaming-license/[/url] Here's another related conversation. WIzard of the Coast does allow games to be made by major studios. The assumption is they are paid by the licensee. But there's a game out there called "D20 Pro" which doesn't seem to be licensee of Wizards and is still in business. ...? DON'T REPLY TO THE THREADS LISTED. NEW REPLIES BELONG IN THIS THREAD!
  8. Condidering Ethanon Engine. Might be a 2D project after all. [url=http://www.asantee.net/ethanon/] As seen here.[/url]
  9. Hello there. DNA... Death Never Accepts... I never put it together til now.
  10. Oh, you're so right! [quote name='Ashaman73' timestamp='1344576391' post='4967984'] Most games, which adapte existing rule sets, do it, because they want to utilise the popularity of a strong, existing brand (DnD, Warhammer etc.), and not to save some design work [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] [/quote] You're so right! I would SQUEE and SQUEE like a little pig if I got the rights to Warhammer! But is there away to write the rules from scratch??? I'm not sure. It's a degree of "easy"... if adapting the rules makes the game 20% easier to write then that's my rationale. It isn't trying to steal the thunder or borrow from the popularity of Dominion Rules.
  11. So the setting is Mars. But not in the current time period we all know of. We are on Mars during all but forgotten time period where there are feudal lords; great warlords with mystical powers beyond those any earthling would have but Earth is still in the Crustaceous period or something. It has been suggested my concept was an Action RTS or a Multiplayer Online Battle Arena. Mostly I am considering using Hero Engine free license because that's where my budget lies. If its good enough for an MMO development it should be for a lesser networkable game. Anyhow, there's no capture the flag. Instead you lay claims on resources such as wood and ore then you build from there to create your own weapons and armor. No alts in this game, every character is expected to craft as well as defend itself. There is going to be a magic system. But I'm heavily skewing towards a sandbox skill system rather than a set class/ leveling system. Going to be as close to instant gratification in this game as can be realistically provided. It might be free to play but not with bloated content expecting people to spend months on end or years leveling before they unlock the fun stuff. Some concepts I'll leave out of this original post. At some point I thought it would be easier to start a new game by adapting an older rules system. My decision at first was to use Open Game License content from Wizards of the Coast's D20 system. But it seemed too restrictive in the license. In passing, a mention towards Dominion Rules was made in one of the FAQs, so off I go to research. So here's [url="http://dominionrules.org/storage/DRL.pdf"]the license I'm looking at....[/url] Seems very fair and [url="http://dominionrules.org/"]here's the content.[/url] I followed their rules by not copying the artwork from manual, but compiled all the words into google docs. Then I sat down to read. My brain spat out "You've never played a pen and paper game! You don't understand them!" So I'll reluctantly agree with my brain on this one. Oh poo. So I asked someone who claimed to adapt the rule system from the PC game Fallout to PNP which is the reverse. Turns out he's on the other side of the world and teaching at university. Too busy to help. What a dilemma.