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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 Hanoble

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  1. Hello Everyone, I am a student working on an interface/control scheme for a RPG and I would like some opinions and advice on what I am currently looking to do with the interface and how it works with the game play. For starters, my game is set during the 16th century in England and the player will be completing quests throughout the land, while eventually competing in and winning the local jousting tournaments to progress through the game. The jousting is really a driving force behind this game and it is where I feel there is the biggest challenge to nail the interface. I want to present the jousting through the view of the helmet of the player and use the left stick to control the shield and right to aim the lance (thinking in terms of console controls). With the movement of the AI competitor coming at them I think it will be enough to keep it difficult, but does anyone feel it would be too difficult to ask players to attempt precision control with both sticks at once? The interface will give feedback to the players via a large red circle that gets smaller as the AI jouster closes in and the lance head location gets more accurate, and a green circle which also gets small representing the location of the player shield. The limited view could also play into this difficulty, but any opinions or suggestions on this would be great. The questing part of the game will entail a lot of on foot battling and for this I really want the use of a shield/parry system to be a driving mechanic. I am anticipating a little bit slower pace to the battles than is typically seen today, but I also want these battles to last longer than a few seconds. For the battles I am thinking of using the L1 and L2 (LB and LT) buttons for blocking different attack and then the other combat abilities, such as the attack buttons, roll, and jump buttons on the main 4 buttons. The interface will give feedback to player blocks by making certain noises and having a special color effect depending on the success of the block. For example, if a player successfully blocks an opponents heavy attack, the shield would give off a green particle effect allowing the player a short window to counter attack. Anyone who is familiar with the game Vindictus and the block/parry system in there, I am attempting a similar mechanic here. As far as the blocking control layout. I am thinking this is the best way to keep the player free to string together combinations and attacks, without interfering with the ability to move or block efficiently. The last issue I may have is putting the weapon switch, as I am allowing the player to switch between two equipped weapons, on the R3 button. I do not want players to have the issue of accidentally pressing the R3 button and switching during battle, but how likely do you guys feel this is to happen? I myself have not had major issues with similar controls in the past, but I have seen the issue brought up before and the secondary weapons will be ranged so switching in the middle of a melee battle could be devastating for the player. Below is a diagram of the full control layout as I have it now. I am really looking for feedback so feel free to say exactly what you think and bring any concerns, suggestions, or opinions to the table. Thanks to everyone who read this and takes the time to post. [attachment=12181:ControllerLayout.jpg]