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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 Th3Allstar

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  1. Recently, I have been thinking about how to implement saving into my game. My game is a top-down, action RPG similar to Zelda but with elements such as character building and questing. At first I thought I could just throw in a pause menu with a save button which could be accessed at anytime similar to Skyrim. After I added that feature into the game I found myself not liking it very much. The feature feels abusive since you can save constantly making some of the game design feel weak. I want the game to be challenging but not impossible. I came up with a few ideas of what I could do.   My first idea was to do the most cliche thing ever and have an inn saving system. The player would spend gold, rest up, and save his/her progress. This would also give purpose to inns instead of a place for rumors. However this would require the player to return to a town or major city every time they want to save. So I came up with a second idea.   My second idea was to have "save alters" which would be these runic looking places that are located at important locations in the game. I liked this idea because it would limit how much the player can save. With the feature I have now, I feel like the player can abuse it and make the game less of a challenge. With this I can put a save alter halfway into a dungeon or outside of a cave or wherever it seems necessary. Also I could put these alters at locations that the player can fast travel to when they are out in the over-world. However, I have this feeling that this is not the best way to implement saving.   So before I settle on what to do, I wanted to see what others have to say about the subject. Maybe I can come up with something better with a little feedback.
  2.   I do like the sound of having intermediate steps in order to make a powerful potion. It would make alchemy interesting and if done right maybe even fun. Thanks!         Yeah I think having different preparation methods is a must and depending on how the potion is prepared should definitely affect the outcome. The amount of an ingredient could also be fun to experiment with when making potions. Thanks this has given me some ideas to work with!         I think I might study more on some real life methods in chemistry to see if I can come up with anything. I think having different qualities/conditions of ingredients affecting the outcome of the potion would be cool too. Thanks for your input!
  3. Lately I have been brainstorming ideas for an alchemy system. For my game, I want an alchemy system that is interesting and addicting. I want the player to experiment with different combinations to see what cool potions and poisons they can make. So far I have designed a system where each ingredient will be made up of certain components and depending on how those components are combined, they will make different types of potions or poisons. However, I feel that this is still too simple and I am not sure if I want to settle on it or not. So I was curious to see what other people think would make a fun and addicting alchemy system before I made my decision. What would make alchemy fun for you?
  4. I would make it so that weapons have their downsides and upsides. This will make the gameplay more balanced and not so restrictive on the player. For example, you could have a very strong weapon that swings slower while having a weaker weapon that swings faster. Then you can add upgrades/perks for each level up that increases the damage, speed, etc. of a weapon. This would make it so that a small dagger could be as dangerous as a battleaxe if you train enough with it.
  5. I wouldn't borrow directly from other games but instead see what mechanics in other games are fun and try to improve them for your game.    Also I would look back at your first two puzzles and figure out how simplify them and add complexity to them. From what I've seen, most puzzle games start off with a ridiculously easy puzzle that takes 2 or 3 seconds to complete then the puzzles that follow gradually get harder and harder to the point where it feels impossible. See if you can make them easier and think about how you can add to them to make them longer and more difficult.   In order to this it will require a lot of thinking along with seeing what works and doesn't.