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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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  1. [quote name='Haps' timestamp='1349466259' post='4987226'] I'm a decent programmer and I know my way around an image program, but the latter takes me much longer for tinier gains than the former. It's completely different for each person, but if you're doing the art yourself, that will still take up a notable amount of time. Is the combat action-oriented, or turn-based? You mentioned both Zelda and FF so I wasn't quite sure. With one, you'll have to worry more about proper hit detection and the physics of movement and attacks, which can be a little troublesome. The other can be technically simpler (if you're not making the number system complicated,) but can be further improved with some flair to make it interesting to sit through. And that's where you can cover yourself on the features - You can call out the concepts in general, but still allow yourself the room to dress it up a bit too. Plenty of games have been made in 6 months or less, though usually with some level of experience - and drastically differing levels of quality. Comparable to your concept, "Cthulu Saves The World" was released 9 months after their previous title, but carried over a lot of the development work from it too. I don't know how long they spent on its predecessor, but this was in one interview about it: [quote]Reyes: ... what would you say was the most difficult aspect of making your own role-playing game? Boyd: Probably programming the battle system and related code. I went in thinking that I’d have the battle system code done in a week or so, and it ended up taking over a month to do.[/quote] [/quote] I was thinking of making it technically more FF related with the battle system. The numbers system wouldn't be complicated or anything. Looking at Cthulu saves the world, it would be similar in concept to that game too. If that took experienced people 9 months, I don't think me on my own would come close to making a finished game, perhaps a couple of levels...
  2. [quote name='Haps' timestamp='1349463888' post='4987213'] Well, since it's a [url="http://en.wikipedia.org/wiki/Small_matter_of_programming"]small matter of programming[/url], it sounds like it'll be done [url="http://www.urbandictionary.com/define.php?term=Soon&defid=4387130"]Soon[/url], particularly if you're counting in [url="http://www.urbandictionary.com/define.php?term=valve%20time"]Valve time.[/url] It's really not easy to estimate the scope of a project particularly when little of the groundwork is done and we don't know the resources that you've got. Are you allowed access to third-party libraries? Do you have a partner or a team? Will you have to spend time drawing your own graphics? It's also different from person to person - I might get lucky and bang out the combat system in a productive week while locked in my room, and be held up at quest tracking for a month while you've blown through both in half the time. You should probably try to build a simple system then build content onto it as you go. Start with the combat and if it takes you five months, use the last to turn it into an arena style RPG with a text menu shopping screen between bouts. If you manage to get an overworld map done, use it as a point-A-to-B travel system between multiple combat zones. If you manage to get a dungeon system, you might have enough time to throw in procedurally generated instances or a roguelike. It's also not a problem to finish early - You can continue to polish a completed system and you may find yourself surprised at the innovations that can come out of it. [/quote] The only thing is, we have to write an initial report where we specify the goals of our project. So it will look bad if I implement or do not implement stuff that I have specified/not specified in the project goals. I am on my own for making this, so it would be the work of just one person. I was not thinking of implementing a quest system as such, simply something along the lines of go to this location/talk to this person/kill this boss to make the story progress. I was thinking of making the graphics myself, and using tilemaps with graphics similar to that of Final Fantasy (http://allgamesplayed.com/wp-content/uploads/2010/02/ff1.jpg). But even this could take up a lot of time in the project which could be used for coding.
  3. Hey there, I am undertaking a final year project as part of my university degree, and for it I need to create a Lua RPG. This sounded great when I was applying for this project, but I am having a problem deciding on the scale of the project. I wanted to make a 2D RPG with basic graphics (similar to old Legend of Zelda/Final Fantasy games). The RPG would be an open world RPG with items to pick up, enemies to fight, and towns/dungeons generated by me rather than randomly generated. I have roughly 6 months to do this, and don't think I'll have enough time to make a complete game. It may be better to simply make a text based RPG where users choose from options (e.g. arrive in a forest, head north/south), but I feel that this could be completed way before the 6 months have passed. Anyone have a rough idea of how much could be accomplished on average in 6 months, assuming something like 15 hours work a week? Sorry if this is a very vague question, I am just really struggling on deciding what RPG I should set myself on making, instead of making one and finishing it too early, or making another and running out of time.