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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.

Burrowing Owl

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  1. Is that it? If you want some good feedback on this please give me more detail. What is this story that you mentioned? What changes are you making to the Fallout system? When you say "system" are you talking about mechanics, interface, or game play? Just make sure to expand your topic if you want good feedback.
  2. While I was reading your post I was thinking of [i]Metal Gear Solid[/i] and was happy that someone already mentioned it. The idea, as interesting as it is, is a real nuisance to play through. As much as I would like to state all the fun things about this idea, I will focus on the bad. That's all that matters when giving feedback anyways hahaha! The first problem that I find with this concept is the all-mighty 4th wall. When I play a game, I want to be submerged into it; especially in MMOs, I want to become my character. However, when hazards affect the player, it's like a slap back to reality. Second, punishing the player might not be very "fun" for them. So if you plan on doing this, you really have to make sure that you aren't punishing the players too much.
  3. never mind
  4. My hobby is to think of games.
  5. Right now you have an interesting idea, a concept. It would be nice if you update your first post and expend it a bit. Give details. For example, do I have to complete a dungeon for each ingredient? Or do I find all the ingredients that are needed to make one potion in one dungeon? Also you call the book "Potion Brewing - Basics", does this mean that the book can be upgraded or new books can be found? What kind of game could this be implemented in? I definitely agree that potion making as been a bore in the past; even [i]Minecraft [/i]made the process of making a potion a bit tedious (They don't give you a recipe book!) However, your idea sounds fun so make sure to expand it.
  6. Sounds good, but make sure that each level introduces something new to it. This could be a new mechanic, enemy etc. For example, my favorite random dungeon game is [i]Final Fantasy Fables: Chocobo's Dungeon[/i]. I love it because it brings many things to the table. New themes, enemies, classes, abilities, power ups, and hazards as the dungeons progress. So, if your mind is set on the 20 stages, they really have to be set apart from each other.
  7. Don't think that first person increases the fear factor. [i]Dead Space[/i] and [i]Alan Wake[/i] are wonderful examples of how a third person can still be scary. If you do go the first person pov rout then you would be competing with games such as [i]Left4Dead[/i] and [i]Dead Island[/i] (Yikes!) This all depends on your game, but I feel like there is more of a connection to the character in 3rd person, because you get to see them.
  8. All bosses could insta-kill the players at a random point in the fight. They will never see it coming! (Inspired by Final Fantasy XIII)
  9. "Uranus is too far away..." That made me laugh. Thank you. I never thought that the common fantasy races could exist in a space game. However, it's an interesting concept. I want to see more of this.