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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 Hasmond

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  1. The idea certainly sound interesting and I think you should go for it.   For non-combat ships I would suggest;   Trader ships - They move from your shipyard/resource holder to the edge of the map (or to allied base) then return to your shipyard/resource holder giving you some resources.   and   Miner ship - Mines asteroids to get resources that they deposit at your base.
  2.   Interesting take on a game, here is my idea for content;   -hyposensitivity towards the surroundings   Have it so that when you walk around your character gets "quick time events" that occour from time to time. I don't really know if the player should get a reward from completing them or how the player could be punished for failing them.   The idea is that they will be very annoying and distracting but the people around the player won't notice them. So the player will be put in the shoes of a person who reacts to things that other would find trivial.   - OCD   - interest in object   Make it so that the camera always moves to watch the object in question, the player will always need to look the other way but the camera will always slowly go watch the object again.   - body movements   Make it so that when you do trivial things like pouring a drink you might shake and spill a lot which you have to clean up. Or have it so that your arm might just lash out and hit somebody and then you have to talk your way out of it.     I think that by having the player controled character do actions that the player does not control the player will have a greater understanding of the plight many autists have.
  3. Nice to see that you took your time to help others who are having problems with making art for their games.
  4. I am considering having "gods" in my next video game but I have a bit of a trouble grasping the concept of gods.   I am split between two ways I can present them, one of the ways is that they will be manifestations of concepts from inteligent creatures, and the other way is that they are assended from ordinary creatures who did extraordinary deeds.   If the are just manifestations of concepts or basic believes they would be less complex since they would need to follow a set of principles (like a manifistation of the concept of order is unable to kill a hier to a throne since it could cause a kingdom to plunge into chaos). This would also make the gods much more specific, since if a god is the god of war and wants nothing more than endless bloodsheed he would have to either convince his generals to not win wars or even kill them himself to make the war last longer thereby making the bloodsheed last longer (so he can't be worshipped by any sane general since he would be unable to win the war due to the gods interferance and he would not be worshipped by the common soldier since the war gods interest is seeing blood be spilled not having a specific side win).   If they would be just people, like you and me, they would have a much deeper way of being portrayed but this could result in them doing actions out of character. They could get a deeper conention to a specific tribe, organisation, people that could be used in an interesting way.   I aslo have ideas that the player will eventually combat these gods, if the gods are concept given life then they would be hurt by using an opposite of the concept the fight for (like a god of order would be hurt by chaos, a god of harvest would be hurt by famine) if the gods are creatures who assended then the battles would be more straight forward (on the level of; bash him with a stick till he is down).   So here is were my problems lay; I don't know what type of god is the best one to pick and I would much like to get help from this community.
  5. I'm back!   I've been playing for some time and reached top 10 spot on the highscores and I have some questions about the game;   If I immigrate to a new country what happens with my mansion in my old country? Can I still return to it when I immigrate back?     Also this game might need a sort of "level up" system.   Most games when players train a skill (let us call it 'jewelry') the players gain exp and level up. Eventually the player learns to make better necklaces/gems/rings than before. Making better jewelry would allow more profit for the player. More profit would mean more money for materials, more materials more jewelry, more jewelry more exp, more exp a higher level, a higher level means better jewelry. It can go on for ever like this.   My country doesn't have a king yet (I am planing of becoming one) so I can't tell you about combat.
  6. How does this work exactly?
  7. Does it feature permanent death?   Like if a kingdom decided to completely destroy another you could kill all the players in the other kingdom and not have them respawn instantly.     I'll be trying the game out and I'll report on things that I think work well and things I think work less well.