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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.

FredFors

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  1. Settled and hard at work on-site for #GGJ! Perhaps an awesome little game shall rise within the next 48 hours!
  2. A Villain's Demise has been approved over at the #Firefox Marketplace! Go check it out! http://t.co/1Xh7fdEQ
  3. Check out "A Villain's Demise", now available at #kongregate! http://t.co/psCga3M0
  4. Hey! Another [url="http://ludumdare.com/compo"]Ludum Dare[/url] is over, and I'm glad i participated once again. It has been an awesome event, and i clocked in around 16 hours of work this time, with alot more knowledge in my backpack! Thought I'd share what i ended up with. [img]http://i98.photobucket.com/albums/l268/Erachon/mainSS_zps18eda4d4.png[/img] [url="http://thenazgul.com/fors/LD25/VillainsDemise/%22%20rel=%22nofollow"]Click here to play![/url] - [url="http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=14511%22%20rel=%22nofollow"]Click here to see the LD entry page[/url] - [url="http://monomanio.com/2012/12/17/a-villains-demise/%22%20rel=%22nofollow"]Click here to learn more![/url] Worked alot on tweaking the controls, getting the double-jump right, and the slow-time mechanic. It turned out fine, and i hope you enjoy it! Use "Esc" to return to the menu, or "R" to restart the level. Share your highest score, and any bugs you may find :) You can also check out my previous [url="http://monomanio.com/games/"]LD48 entries here![/url] The timelapse video is now available! [url="http://www.youtube.com/watch?v=fo4MMSxX00A"]Check it out here![/url]
  5. Thanks! Also, IOTD sounds good, thanks for the heads up!
  6. [quote name='Olof Hedman' timestamp='1354989488' post='5008543'] One thing I really like about the first one, that isn't present in the other two, is that double layer at the character level. Makes the scene feel like it has more depth. I imagine the character to walk behind the darker trees, but in front of the lighter ones. In the other two, there is just one layer at the character level, which makes it look more like a cutout, and makes the whole seem more flat. Also the out-of-focus effect on the foreground and background seems a lot more balanced in the first one, contributing to the depth illusion [/quote] Ahh yes, thats a very good point. That double layer is present throughout, but wasnt at the time of taking these screenshots. I'll post some updates in not too long
  7. [quote name='Majestic_Mastermind' timestamp='1354862625' post='5008015'] This looks really good. Don't see anything wrong, it's crisp, clear and imaginative. Keep up the good work is all I have to say [/quote] Thanks alot! Much work has been done, and soon I'll share some of it
  8. Thanks a lot for the feedback! Very in-detail, and very helpful. I will do proper alterations to the 2nd and 3rd to incorporate the same quality as the first one. I remember struggling a lot with the winter theme. My reference was a photo from a sunset in snowy environments, but such a clear sky could indeed not be, with that amount of snowfall! I'll re-iterate and see if I can make it better I'll share the rest of the themes as well in due time!
  9. Hello, Not too long ago i started working on my project, [url="http://monomanio.com/2012/07/19/deluso/"]called "Deluso"[/url], and before i set the art direction in stone, I'd like to get some feedback on the current art of my game. The game is a 2D sidescrolling puzzle adventure game, where i do the art, the design and the code. Without saying too much about the concept, I'd like to hear your first impressions, and perhaps some more constructive, in-detail feedback where applicable. So what do you think? Its basically a silhouette foundation, with a limited color palette - but still with great variations in terms of color use throughout the game. In addition to the ones illustrated above, there will be 2-3 more "themes". Is using such a wide array of color themes a negative breach of coherency, or a refreshing take with contrasts? Is it too similar to the art of already existing titles out there? Am i onto something here at all?
  10. Back from @Gameawards in Trondheim. What a joy it has been! http://t.co/KAAzVwew
  11. Thanks for the replies, these are well reflected answers and i appreciate your input! [quote name='Shaquil' timestamp='1346418529' post='4975133'] To start, I think it's hard to categorize Limbo very easily, at least when talking about the full experience of playing it. As for the gameplay itself, Limbo is just a puzzle platformer. The one thing that ties games across this genre together, and makes it reasonable to compare a game like Prince of Persia: Sands of Time to Limbo, is that they all rely on the thrill a player gets when they discover something organically by playing the game. There a lot of memorable moments like that in Limbo, like when you have to jump on a dead kid's body to get from one side of a pool of water to the other. There's no tutorial that says "Dead people make awesome lily pads! Give it a try!" It just comes to you. The latest Prince of Persia, based on the movie, had its own incredible realization moment, when you first realize you can use your ability to freeze water on a waterfall, and climb the waterfall like any other wall. The point is, these moments of discovery are like punch lines in a standup routine: They aren't as good the second time around. The designer employs subtle cues in the environment that guide the player gently to the solution of the puzzle, or even the realization that the player is in a puzzle (sometimes you don't even know that yet). As a result, the player thinks "OH! That's it! I figured it out!" and somewhere else in the world the designer is saying "Yeah! You suuuuuure did *wink!*" One bad side effect is that when the player starts his second playthrough, he tries to play from memory, because he thinks he already knows the answers to the puzzles. He has it tougher the second time around because he ignores the subtle cues and hints, and just screws around until he finally remembers. It's not as fun, and it's not what the designer wanted. Nobody wins. So when I played through limbo the second time, I did it as a speed run because I thought I knew all the puzzles by heart. I finished it in an hour, but I hadn't had as much fun the second time and, as is to be expected, I kept constantly thinking to myself "How the hell did I figure this out the first time?" I didn't know, but it was just the excellent design. Since I kept focusing on trying to remember the solution the second time, I ignored a lot of the hints the designer had thrown at me, so I was completely stumped. Ultimately, I think Limbo really nailed it in terms of subtle design cues and flow of gameplay. But, it's also a perfect case study of what can and will go wrong with that design style when you play through it multiple times. [/quote] This was very informative, and really made me more aware of an aspect of games i've well, underestimated. Thanks you for the input!
  12. Hello, I'd like to hear your thoughts on this matter. The aspect of replay value, in terms of typical "one-time" experiences. By this i mean games similar to or in the same genre as for example Limbo. How important (if at all) is it with replay value in a game like this? Have you played games like this, and craved to return only to play through it again? If so, why? I think its an interesting question, as many polished, high quality games i've played dont seem to actively encoruage to play the game all over again. So basically, how important is replay value in this genre for you?
  13. On my way to Trondheim for @Gameawards ! Its gonna be a long day..