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      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.

sfaith

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  1. [quote name='Olof Hedman' timestamp='1349958606' post='4989075'] A note on tiny wings. It's actually NOT an endless runner, since its levels are the same every run, and a lot of the gameplay is about learning the levels and finding the flow. [/quote] Hi Oldof Hedman, Actually the levels are results of procedural generation. They are not the same every run.
  2. Hi heshiming, Thanks for your reply. Again, I am not really asking about the coding or how the game is done. What I am wondering is the gameplay and actually looking for gameplay suggestions . -- sfaith
  3. Hi menyo, Thanks for your reply. No, the problem isn't about procedurally generating the map. In fact, it's how endless runners are coded. But the problem is in the gameplay. Both are iOS games, so here are the videos. http://www.youtube.com/watch?v=ZGxIpzzLo4k (Jetpack Joyride) http://www.youtube.com/watch?v=Ha8c0xmej0M&feature=fvwrel (Tiny Wings) For Jetpack Joyride, the control you have is you can touch whenever you want to jump (or rather, fly up using your jetpack) so that you can avoid obstacles and whatnot. Release the touch to descend. For Tiny Wings, the only control you have is touch to fold your wings so that you will gain speed on the slopes, release the touch when you start to go uphill so that you will use the speed you gained and fly off the hills. You won't last long in the air, and the bird will descend itself after awhile but you can touch the screen to descend when you see a favorable hill slope (especially long and steep ones, so that you can fly higher and longer again). My current design has similar mechanics and physics as Tiny Wings, but with obstacles on the ground (nothing so big and long like in Jetpack Joyride but rather smaller, like bombs) and some in the air. However, with the control and terrains similar to Tiny Wings, I am not sure if it will be easy for players to avoid the obstacles and incoming projectiles in the air as they cannot jump/fly at will. Both games are on iOS.. -- sfaith
  4. Hey folks, Imagine Tiny Wings terrains (slopes and hills) and control (touch to get down to the ground and gain speed on the slopes, release touch at uphills to let your character fly) combined with obstacles à la Jetpack Joyride. Obstacles won't be exactly same as from Jetpack Joyride but as an example, maybe bombs in the air or shooting lasers (in Jetpack Joyride, they use missiles). I haven't prototyped the game yet, but I sense two problems here. [b]Problem 1[/b]. Obstacles become much harder to avoid as the only control you have over your character's movement is touch to get down to the ground when you want. (think Tiny Wings) You cannot jump at will. [b]Problem 2[/b]. Above problem might be able solved by clever level design by placing obstacles at certain points to provide some challenge but not extreme difficulty. But since the game is an endless runner, designing a placement of each obstacles and terrain is almost impossible or rather oxymoron. Plus anytime the game is played, the obstacles, terrain everything will be the same. This takes away the fun. I contemplated making the terrain flat and give the character ability to jump at will, but decided against it as I want to explore other possibilities. What do you guys think? I am open to any suggestions. -- sfaith