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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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  1. [quote name='sunandshadow' timestamp='1355172576' post='5009188'] I don't think I'd personally try for a realistic simulation of using lockpicks. Instead I'd go for a block sliding puzzle. ... Though, since they are not cars, you could add things like a consumable item that could simplify a lock by exploding one block (or just skip the puzzle), and blocks could be able to slide sideways if they were free along the whole side, etc. [/quote] [quote name='sonicarrow' timestamp='1355172724' post='5009192'] Another way to do it would be (depending on the tech/magic levels in your RPG), using different kinds of locks, other than just the simple key lock. Try combination locks (and have the combos hidden in levels/corpses/etc), computer locks (to pick them, you need a device to hack from and software to hack it), magic locks (could be anywhere from intelligence levels to having learned blueprints/lock schematics prior to picking), and more. There are many kinds of locks, and while it's extra work to program more, it adds variety and challenge to the game. [/quote] Great ideas, thank you all; I hadn't considered using these types of puzzles, seems like it would work well, and also by keeping the art direction focused the puzzle components could be made to look more like internal lock mechanics (tumblers, sprockets, etc.) and the puzzle would still look visually as though the player was picking the lock. Thanks again
  2. Hi all, I've been working on a personal RPG project, and was trying to develop an interesting lockpicking mechanic, but I'm stumped. I realize not every player enjoys this mini-game (ala Fallout, Elder Scrolls, etc.), but it's something I've wanted to do in my own games for some time. My original idea was to have a series of sliding pieces that acted like tumblers, which were moved by the rotation of two picks in the keyhole. Each tumbler would move independently of the others and at different speeds. Moving the pick would move different tumblers at different speeds/directions at the same time. Solving the lock requires finding the right position of the two picks so that the open slots line up. The precision would be affected by lock difficulty. I think this would work, but it's not very exciting and doesn't really take any skill on the part of the player, and I was hoping for something more graphical and puzzle-like. However I've had trouble coming up with ideas. Was wondering if anyone here has any suggestions on either: 1. Brainstorming for these types of mini-game puzzles 2. Examples of other lockpicking mechanics that you found entertaining edit: typos