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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 Xemmy

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  1. Not everyone is a programmer.  I am one, yet I have used Construct 2 and Game Maker to produce games.   I could have picked up SFML and coded my games the longer way, but I have little desire to write a game engine.  I'm 100% certain if I had to write an engine in order to produce a game that I would have never completed my game.  Writing a rendering pipeline sounds like a nightmare to me, and I'm happy for anyone who thinks they would enjoy it.   Tools like Construct 2 and Game Maker are limited in many ways.  I grew out of them and moved on.  I don't see why a non-programmer couldn't learn to program if they wanted to, and move on the same.  Meaning, I do not think having programming ability and using a game creation suite are mutually exclusive.
  2. Interesting article and nice post mortum.  I am in the early stages of designing an audio-only adventure game.  I did think of accessibility somewhat, but mostly out of habit. I used to do GUI work for a finance company and we designed interfaces in a ways that the user was not required to recognize any color specifically, especially the distinction between red-green and blue-yellow.  If you ever watch stock trading screens/shows on TV, it is common to signify green as "good" or "price up" and red as "bad" or "price down."  Every price rendition only _had_ to be red and green to satisfy the "old school" traders who were expecting the common scheme, but also required a secondary rendition like an up/down arrow or a plus/minus sign for the color blind. Honestly I think it is a great thing to do, but it was eye-opening when I started work there since seeing red and green is easy for an average sighted person take for granted!
  3. WASD is a solid scheme, and a lot of games that use it seem to be built around it.  By that I mean a general reliance on a few "main" abilities hotkeyed to Q/E and mouse buttons, and swappable semi-frequent abilities on the number pad.  Battles that require many abilities in a sequence will likely not require much target swapping (ex. bosses only).   The improvements to these scheme I'm familiar with are either hardware-based, such as gaming keypads and mice, or UI-based, such as using the mouse to click powers but the icons for these powers are accessible and tight.
  4. I would add in events that represent common fears amongst people.[list] [*]Unknown - The less we know and see, the better. Ambiance. Creaking, walking sounds. Scratching. A flickering shadow in the corner that vanishes. Some of these should actually represent the monsterous elements, though some could be happenstance. [*]Mirrors - Some people are terrified of mirrors in the dark. I think the fear could be related to seeing something behind you or more with your features being off. Again, players should not have the opportunity to stare, evaluate, and deem the event as a non-threat. [*]The Dark - Something moving. Looking out the window and seeing something slowly swim up from the blackness. [*]Mental Degradation - As already mentioned by Tobi. I'd suggest keeping the effects subtle until a full mental breakdown so it doesn't become laughable. [*]Stalked in a Place of Safety - Attacks in a bathroom or other places in extreme privacy. In a game setting: maybe have certain conditions protect the player (ex being in full light scares the shadow creatures away, though they should menace from a distance for effect) but eventually that stops working (ex. player hides in a lit garage, door ripped off by the slow, invincible baddie you mentioned) [*]Being alone - There should be a depection of safety, harbor, but it should be rare. No one is there to save you. Things we take for granted for contact are shown to stop working: internet, cell phones, television. Maybe the player finally finds a CB radio in the shed and something happens to prevent them from calling for help. [/list] I would move away from endless chase. I find it gets tiring after 20 minutes, so maybe break it up with other events. Just some thoughts. I'd love to hear more about the progress on your game!