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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. Hello everyone, this is my first post. I am working on a X-COM Apocalypse style game.   Here is a quick overview: The game is basically a mixture of Syndicate and Apocalypse in that there are a variety of corporations (which are either AI or human controlled, and you can do some basic customization right now on there perks+flaws to tailor the type of corp you want to be, or if you just want to randomly make on, think GalCiv II customization) that fight for control of a city (which for now takes place on Mars in the future...no real backstory yet).  I am working on making the city procedurally generated via seeds (this is the core concept of this game) with instances for tactical combat in buildings/streets. The essence of the game is that most things are generated rather than hand made, and this is a interesting intersection of game play which allows for many layers of algorithmic generation to take place, none of it requires huge resources since it is modular in nature.      Currently I have randomly generating terrains, with city layers (ie types of buildings) and instances for interiors. I am working on generating some basic architecture for the buildings (using some variables/structures depending on the type of building) as well as creating interiors based on the overall geometry of the building (it will be destructible tile based environments).   My real question is more to do with gameplay, what are the pros/cons of X-COM Apocalypse? What would you have like to see? What needs to be removed? Is the idea of a more engaging dynamic city based tactical/strategy game worth playing?