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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.

Got_Rhythm

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  1. Second article in a series on World Building.    Part 2: Materials and Resources, The Spice Must Flow! "The city of Old Valyria in George R. R. Martin's Game of Thrones world, rose to power because the ruling Targaryens had access to dragons for use in warfare. The dragon eggs  they needed for this were located inside fourteen volcanoes around the local region, which required slaves to venture in and mine for them (I don't think you could pay someone to go into a volcano). The enormous number of slaves required for this enterprise resulted in almost the entire continent being converted into a slave economy, including other local cities such as Volantis, Meereen and Astapor. This slave based economy lasted thousands of years, even after Old Valyria, the volcanoes and dragons were gone."
  2. My first attempt at recording voice over with no cost. A little tale for anyone looking to feel empowered or for some cool free software. "I wrote a short story over a year ago loosely based on a dream I had, which was told entirely from the perspective of one of the characters. When writing, a very important editing technique I use is to read what I have written aloud, to get a sense of the pacing, voice and mood of what I am writing. This helps it stay consistent, settle on a good amount of detail, and allows me to get a little outside of my own head."
  3. First article in a series on World Building.    Part 1: You Have To Know The Rules Before You Can Break Them "Once I have established for myself the rules and what is possible, it makes the next writing tasks much simpler for me. If I want to write a story about a character who has special powers, knowing what world they exist in helps define exactly what is special. The same is also true if I want to write a story about a character who has no special powers (for example Bilbo Baggins in The Hobbit)."
  4. New article with my perspective on having one central purpose to your project.    6. Having One Purpose "I do not mean to say that you cannot have a lot on your plate, by all means diversify your efforts. You might have to raise a little money to keep a passion project going, or learn a new skill to complete a long complicated project. My point is to keep in the front of your mind the fundamental reason why you are making your project. Because in my experience, when you begin to spread too thin the why, things get messy."
  5. New article, some personal advice and tips for maintaining Motivation, Energy and Focus.    5. Motivation, Energy and Focus: "I make a conscious effort to separate creative work and logical work. Usually during the day I will come up with ideas, plans, writing and other creative work, and in the evening I will dedicate my brain to implementing and carrying out those ideas in a practical and more logical way. I am much less productive if I try to be creative and logical at the same time. One personal note that may not apply to everyone, is that I consider problem-solving to be a creative task, not a logical one, and so I fit that in with my creative time."
  6. Latest update, I have written this piece about sharing work and how to do it with confidence and more effectiveness. Enjoy!   4. How and When to Share: "The internet can also be a cruel and mean place, and so by clearly stating that you intention is, for example, to start a conversation and not for critical feedback, it takes a little power away from the trolls."
  7. Well that is one way to guarantee a reply, thanks Tom!   Here is a new entry regarding creativity and originality-     3. Originality and Inspiration: "you do not have to create something out of nothing to make an enjoyable experience."
  8. Good morning,    I am writing a blog about common game design themes I notice on game dev forums and groups. I really want this to have some value to people, so if you have time please let me know if they are any good, interesting, or have the potential to become articles. Or what you would change about them.    First post is about having a Vision for your project. Video games in particular are notoriously long projects and it can be difficult to know when to deviate from your path or stick to it. Many developers consider the essence or vision of their project to be: what experience do I want the player to have?   Second post is about game design flow.  Mechanics > Theme > Setting > Story     Thank you for your time!
  9. Yeah I also live in San Francisco where everything is five times the cost :)
  10. The trailer is being remade, but the audio is here.    https://soundcloud.com/user-478822955/necromancer-the-fight-for-life-trailer   You can hear the door close about three seconds in. If anyone would be willing to try to remove it I would be very grateful.    The words are here-     For generations the world of Nevera has been a dark and shattered place. Long ago, a great number of wizards, magicians and sorcerers, discovered powers over life and death.  Consuming and corrupting, the use of these abilities devastated the land, and those who wielded them were called, necromancers. Many used these powers to seek tyranny, destruction and immortality, by the most terrible means. Horrendous wars were fought, alliances forged, and territories claimed, irreparably misshaping the world.  Now, hordes of undead roam the land like wild beasts, and more necromancers than ever pursue even greater power. One of the last small places in the world which retains some sense of serenity will suffer a calamity, and give rise to one who will alter all Nevera, and life itself. 
  11. Thank you guys those are some great points. I'll continue to make sure what I have is balanced and then try out some of your suggestions. My hope is to make it FEEL tactical, which will of course take a lot of testing and feedback. But I'm confident I'll get there.
  12. I commissioned a Voice Artist record a one minute voice-over for a trailer for my little video game. She charged me $300 This included meeting the week before recording for an hour at a coffee shop to run through and workshop the lines. Then we recorded for an hour at a friend of mine's place as he had a decent audio setup for a podcast he does. We recorded the lines five times, varying the speed, intensity, and emphasis. Unfortunately on the best take the mic picked up the sound of my friend closing the bathroom door in the background, but that's life. Was it a silly waste of money for something too lavish for that early stage of development? Sure. Was it worth it personally? Yes, because it got me so fired up hearing my lines and my concept being spoken by someone with talent. It is still one of the best assets I have and I believe it will add a little extra punch to my marketing.
  13. Here are some weapon variables I am using-   Lower chance to hit but higher damage Higher chance to hit but lower damage   Lower chance to critical hit but higher damage Higher chance to critical hit but lower damage   Higher damage but chance to inflict a little damage to yourself Lower damage but chance to heal a little damage to yourself
  14. Hi there, so I have completed a vertical slice of my monster collection RPG. It is to be released on PC, console and mobile.    The turn based-battle system feels a little dry though and I am exploring adding a feature or mechanic to make it more engaging.      Right now the closest example would be the Pokemon games, where the player chooses one of four actions (some deal direct damage, some buff, some debuff. All have chance to critical and chance to miss). Then the opponent does so, and on and on.    There are three player monsters and three enemy monsters. There is HP but no MP and no move limit (like in Pokemon). There are no items and no equipment. The variation and customization comes only from the collectible monsters.      I am playing with the idea of adding something like a limit-break from FF games, or combining attacks like from Chronotrigger. Is there anything else I should be considering?   Thank you. 
  15. Thank you for all the feedback, especially the funny posts.      I ended up going with Tiger Crab Studios.    I was born year of the Tiger (Chinese horoscope) and my Zodiac sign is cancer (the Crab). So... Tiger Crab.    And the tiger crab (orithyia sinica) is a pretty cool looking animal, so that is what I'll incorporate into the logo design.      Onwards and upwards.