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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. Interesting take on that, I appreciate the input, it gave me quite a few ideas how to change some of the exploration aspects and feel of the character compared to Samus.  I can assure the overall plot is nothing like metroid, so I feel much better that people may not intstinctivly say "this is just a metroid clone" but rather hopefully they will see it it's more of just a metroidvani styled game with it's own unique feel to it.
  2. So I just started designing some aspects a current project I've recently started and as I work on it at times I feel I'm walking a too far into one of my games inspirations, metroid.  The idea of the game is sci-fi action/platformer much like metroid, but trying to get feeling of something bigger than what metroids story does.  the protagonist wears a prototype military suit that along with his main weapon is able to be outfitted with the choice of three subweapons that are implemented into the armor.  Of course the beggining of the game only has one of the weapons unlocked(as it stands of course, much is bound to change as I continue).   To make a better picture of what I plan is that players unlock different subweapons (shotguns, grenade launchers, energy weapons, etc.) based by obtaining schematics/paying research to outfit these into the armor.  Under the subweapons different ammunition types(some of which deal certain types of elemental damage that add upon the base damage and I'll get into this later) are unlocked in a similar fashion.  I also want to implement a weapon upgrade system as well (but the upgrades are to the ammunition types not the subweapon type).  I was inspired by the upgrade system and subweapons via Megaman Legends.   Now certain ammunition types will deal additional elemental damage and enemies can be categorized into types(such as armored or flesh, etc) that are strong, weak, and netural to certain elements which hopefully can add a little strategy to players choosing their weapons and upgrades.  Overall I like the idea of it all but sometimes my overall concept feel like I'm sticking to close to some of my inspirations.   Does it seem my characters design is too close to Samus/Megaman.  I feel the weapon design may be closer towards megaman (especially legends though the subweapons are different enough from legends I think it justifies it).  Thoughts and opinions would be great and I'm willing to share more if anything is confusing (I know some might be, a lot is going through my head at the moment).
  3. Even more great advice! I actually like that idea of creating a prototype of the broad spectrum of some implementations, I didn't really think about that to be honest. So my question now is should I just start with some broad designs, prototype it, see what's working and what's not and design from there? I feel that would be the best way to go because I notice as I'm going through writing down designs I end up adding more and more to the game and may end up over complicating it. I'm sorry if I come off as a bit naieve on the whole process, I'm a bit new to doing larger self motivated projects.
  4. Thank you both for your replys, this helps me think a little clearer on the design stage. While I know I have much to go on this stage, it also helps to know what I should be thinking about in this process. It's good advice to have to be looking at the ideas I would want to implement and to completely justify implementing them. I will most certainly be back to these forums to discuss further on my game as I flesh it out to obtain opinions and possible ideas as I go.
  5. Hi, I'm new here after searching the web for a little help on game development. Let me start by saying I do know a good deal of both C++ and Java experience(Junior Computer Science Major) and plan on writing my game in C++ with the allegro library. I'm not completly new to graphics programming, I've made some basic games such as Breakout and Tetris while doing studies at my university. Now I plan on doing an independent project, which is more of a complex game. To be more specific a side scroller, almost metroid like game and i am aware of the massive scale of the project and plan to do small iterations and add on. It's mostly just a personal project that I want to do for myself and to build up something for when I'm applying to internships to show my workmanship. Now for my main concern is not exactly how to program anything (as of yet), but rather when do I stop writing down ideas, concepts and documentations of what I will be programming and when do I actually start programming. I, at times, feel like I'm trying to be far too specific in some of my documentations and writing down every little thing I can imagine. While I know it is important to have a solid and sound idea to work off of, I just feel like I'll trap myself in the design stage and never actually get to the meat and potatos of the project. Thanks!