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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 m.m.fox

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  1. yeah, i'd say that looks _much_ better overall - glad you lost that background. maybe the icons on the avatar frame might be not recognized as icons tho', i'd imagine some players might think those are merely decorative elements.
  2. i didn't read all the others posts, and didn't have chance yet to try your game, but what i can tell from you initial post is: there seems to be way to much going on - which means that the player will have to read a lot, and not play; as axel cholewa puts it in his post on gamastura: "Players want to play. If you want to teach players, make them play!" (http://gamasutra.com/blogs/AxelCholewa/20120808/175498/Players_dont_want_to_read.php) so what you may ask yourself is: how far can i strip all this stuff down so that the game is still playable? and how can i introduce all those features gradually? introducing all these mechanics (and thusly the corresponding parts in the interface) at a time would give you a lot of advantages: x you can provide a smooth learning curve x you gain rewards for your player, in unlocking all those functionality in a gradual fashion - "oh sweet, i can trade resources now?" x you won't alienate players by providing (on the first glance) a too complex interface ... and is it really necessary providing all the different resources right from the start? john shafer (civ5) for example said: "We didn’t bother teaching the player what iron or other strategic resources were good for until it actually mattered." (http://jonshaferondesign.com/2012/04/16/loweringthegates/) it also seems to me that the option to configure your keys might be a little out of place in the first screenshot - i don't think that players will want to change the controls too often, so i suggest to put it somewhere less prominent. i think a few icons might also make things more appealing - for example for the equipment slots etc. other thoughts: i think the disband button should be nearer to the champion himself, i wouldn't name the exit-button "exit" - as some players might think it may leave the game itself, aaand.. there doesn't seem to be such an exit button from inside the upgrade-menu (which is actually on the same layer as the champion-button?) so i hope i made some sense/didn't just repeat what has already been said, best of luck for you beta! keep it up
  3. hm, well it's a little hard to say anything without a screenshot or a capture, but since you said you had collectibles i would use them as a guide rather than any sort of on-hud-arrows (and since you seem to be in a position to do playtesting i'd definitely give this method shot), so that the level design itself guides the player. but it depends on the mechanics already taught of course. (not sure what you mean by "dual touch controls") but what i generally think is that touch devices are intrinsically intuitive, so a bloated hud/interface is more likely to "overcomplicate" things. all the best!
  4. well you know the saying: something is perfect as soon as you can't take anything away from it, not when you can not add an additional thing. just try to be.. really "honest" and ask yourself "would it be still the same idea/game/mechanic if i took x away?" repeat over and over ^^ all the best!
  5. interesting thoughts - from what i know i had always been a very important task in the evolution of mankind to recognize faces asap. (identifying prey, predators, mating partners, etc.) so this is pretty much why we tend to see faces everywhere. (a phenomenon called pareidolia) there's even a dedicated area in the brain for (at least many believe) this particular task. [url="http://en.wikipedia.org/wiki/Fusiform_face_area"]http://en.wikipedia....iform_face_area[/url] i don't know if this information is of any use to you, but this would be a pretty decent read on this subject (amongst others), should you be interested: [url="http://www.amazon.de/Emerging-Mind-Reith-Lectures-2003/dp/1861973039/ref=sr_1_1?ie=UTF8&qid=1346516013&sr=8-1"]http://www.amazon.de...46516013&sr=8-1[/url]
  6. thank you so much for all your replies guys, really appreciate it! i also think that a really good tutorial doesn't let the player know he or she is actually playing "just" the tutorial, here are some pretty ingenious observations regarding this implicit approach to how to teach the games mechanics: http://www.significant-bits.com/super-mario-bros-3-level-design-lessons http://www.youtube.com/watch?v=8FpigqfcvlM (unfortunately these two are pretty much the only ones i could find on this particular subject.) yet today many games seem to jam its mechanics right into the players face - which i think correlates with the circumstance that players spend less an less time on truly exploring a game, thusly "giving it a chance". (which in my opinion is because we buy/download/play many more and cheaper games [indie-bundles, steam sales, etc.] then some of us used to in the time of super mario bros. personally speaking in those days buying a game was a pretty huge investment, and therefore i was ready to spent much more time on "getting it".) so what i think is that often this "getting-it" part seems so important to designers (or possibly doesn't seem to be important at all, as this article might suggest: http://www.gamasutra.com/view/feature/134531/tutorials_learning_to_play.php?page=1) that we end up in clumsy, verbose tutorials - neglecting that actually the tutorial (in many cases) is the players first impression and might decide whether he or she keeps playing or not.
  7. hi guys, i'm currently writing a paper on game tutorials or to be more specific: on how game mechanics are taught in computer games, for example with text-hints, cutscenes, implicitly through level design, etc. the point i'm trying to make here is that learning and understanding is an extremely gratifying experience, yet (good) tutorials in games seem to be undervalued in the design process - and game design literature also doesn't provide too much help on this. (as far as my current readings go) so, i'd be very thankful if anybody knew any sources which might be helpful for my research and/or could name me games with especially good or bad tutorials/how it's mechanics are taught. thanks in advance, have a good one!