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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. @jbadams, 'idle/incremental games' seems like it was pulled right out of a list.  I've seen a few lists of genre's, do you have a link to where that one was defined.  I.e. I'd like to look through the rest of its list.      - Thanks! 
  2. I can agree it could fall under a "sim" title, but I think the term "sim" is bloated.  Most games "simulate" something else.  Battlefield is a sim game, in the sense that it simulates shooting.  But the general mechanic is shooting, and so the game is a shooter.   But since the game play mechanics for the title "management sim" could vary so much, it renders the genre title useless in describing its game play. My general belief, is that if all I read was the Genre, I should know something about how that game is played.  I.e. Shooter, Racing, Side Scroller.  These all tell me about how the game is played.  
  3. I have to disagree with that.  I think you might be confusing Genre with Theme.  The only difference between the games "Mafia Wars" and "Street Racing" is the text.  Its the exact same mechanics for both.  I can create a tick tack toe game with tire irons for X's and wheels for O's, but it still won't be a racing game.  If the Genre doesn't describe the general mechanics of the game, what's the point of genre's?     This makes far more sense to me.   Thanks!   Thanks everyone for your answers.
  4. Sounds like you might need to go a code route.  Personally, I would use multiple spheres, that are connected with Spring Joints.     https://unity3d.com/learn/tutorials/topics/physics/physics-joints   Then use Physics.IgnoreCollision to prevent them from messing with each other.     https://docs.unity3d.com/ScriptReference/Physics.IgnoreCollision.html   Then I'd connect the oobleck spheres with half hour glass shapes between each other, that resize and/or dissapear based on the size/distance of the ooblecks.    finally, I'd either work on writing the code for this, or purchasing an asset that can slice up models.  I.e. oobleck through a fan.  Though your still going to have work remerging/melting the oobleck in other ways.     *UPDATE*, I found this: I imagine you may be able to bend the code to get more of what you need, or use it as a base to rewrite your own. Check out this: http://wiki.unity3d.com/index.php?title=MetaBalls   (source shown)  
  5. I just thought of putting on a Kinnect, and getting a count of how many people are watching.  The more people start showing up, the more it adds effects.  if people start walking away, add some boost to sound effects to draw them back.   I never really thought of crowd manipulation before.  
  6. Another goal could be Reward for confirmed kill.  I.e. you've become well enough known that your enemy's are targeting you.  Additionally Reward for confirmed kill could be reversed.  I.e. Bounty for enemy npc's.
  7. perhaps you could also have time commanding a variety of lower level ships.  After piloting all of them for atleast X time or missions, it opens new missions for you,  I.e. This mission requires 2 destroyers, a battle ship, and 20 transport barges.  You need time commanding all of them, before you get to control them all at the same time.  (maybe not the barges though, or the missions with them would be smaller, like loading/unloading, docking, etc...   Particularly navigating an island shore to get vehicles unloaded.)     I also like the idea that at any point in the game, you can focus on a particular craft.  (boat, plane, sub, tank) and take control, at least in some part.  
  8. to support an open world, you will have to consider timing issues, short cutting travel, etc...   I.e. once you commission a new ship, it could take months before it shows up.     In WWII, one consideration might be paving an airport on a tiny island.  In WW2, these pacific island airstrips were vital for shortening the distance for aerial attacks.  But it meant intense battling to gain and control airstrip worthy land.  But once that is done, it makes sense that you would be "granted" control of a carrier at that time.     Additionally, you could start lower in command, controlling a destroyer in a group of ships.  I.e. have plenty of battle going on, but you get isolated objectives in battle, and can witness larger ships and strategies.  Then as you do well, you rank up, and control more ships, and get sent on missions where you are given more control.   Additional objectives, taking over an island airfield with as little damage as possible.  (make it useful sooner)  aside from repair time, you have the expense of fixing it.  money that could be spent on more weapons/troops/vehicles.   Also, Moral could play a major part of it.  after a good victory, (or island party to unwind) your sailors are refreshed and feeling more confident and capable, will handle better, aim better, react faster.     It could also be that if you are commanding a large force (many ships) your strategy plays a major role, but the ships still have their own decisions internally.  They will try to follow orders, but sometimes its just not reasonable.  And that point where they decide to do their own thing could happen sooner if your strategy sucks.   Maybe you could also "claim" ships.  I.e. take them over with out sinking them.  By focusing on weapons, then boarding.  You could use these pirated ships to launch sneak attacks, gain intel and more.  For instance the longer your pirate ship goes undetected, the longer you get advanced messages about the fleet.  I.e. they still trust their decoding devices.
  9.     I really like that mentality.  "Our progress".  That brings up the social appeal quite well.         Also a great point.  Promoting team work.  I just had ideas popping into my head to use the notion of their interference with each other.  For instance, I'm imagining Mario and Luigi running through a level.  Normally they would run by each other without interaction, but what if Mario Jumped on Luiji, and if they press jump again, it smushes luigi, Mario goes flying up higher than a normal jump, but they are tethered together then.  As soon as mario lands on the higher platform, Luigi is quickly tugged behind, and lands next to mario in his original health.  I'm liking this notion of interactions, but only positive.  Of course there is the idea that if mare misses the platform, he could pull Luigi into the pit.  So it would need mechanics/fun considerations. 
  10. @SunAndShadow, I like that concept.  I'm imagining moving your arms in different ways and flying/swooping through a canyon and various obstacles.  I'm considering other potential VR ideas as well.  If I were to do VR, do you think I should also have a screen for onlookers, or keep the game isolated so they have to try it to understand?  if I don't have onlookers, I suppose it loses any social appeal.  
  11. Handheld devices are best for time wasting games.  I.e. Casual games.     PC's/Consoles are best for more intense/indepth video games.     Arcade games allows the entire box to be devoted to one game, which means there is more "aptmosphere" for the game.   I'm creating an arcade cabinet, with a custom game for a local arcade, and looking for areas and ideas that can make a game more fitting in the arcade, or what features play best in an arcade, or just make it better here.   I know the games need to be fast to play.  I.e. No long level loading, no long intros, get to the game play quick.   I know they games should be fast to end.  I.e. Playing a 30-60 minute RTS, like Star Craft would take too long. What else?  What can I add to make a game better?  what would make an arcade game worse?    - Thanks!
  12. @ SunAndShadow, the arcade has a concession stand.  The cabinet/game we are building for fun. :)  In this case, I'm representing a group of video game developers, that wants to make more connections in the community, and generating an arcade cabinet seems like a great way to do that.  
  13. @Kseh, I like the physical approach.  I'm imagining a fake sling shot for an angry birds type clone.  something where you adjust pull and aim physically, but then the digital ball launches.  Or cannon fire game, where you and and enemy are trying to damage each other, but you need to setup the trajectory to hit, and the wind changes.  You could actually move a little cannon, and have fans that blow in the area of the cannon, so you can feel the breeze.     Or perhaps put a 3D scanner in the arcade box.  a person brings in a model of their car.  Could be micro machines, hot wheels, or a rock.  but it scans and then they drive it in the game.  I'd love to see driving a rock.  and whatever else people bring in for this.
  14. @SunAndShadow, given the issues I just brought up, I had a thought that perhaps could make a novel way to do this.  Perhaps using OLED Buttons, as shown here: http://www.mouser.com/Search/ProductDetail.aspx?qs=uwKJARvjadPdPW233F3QLQ%3d%3d   The idea being that the controls can change to Kick/Punch vs Fast/Jump, etc depending on the game, Also, art panels can have oled or other displays.  the buttons are as little as 55 $ each.  panels are another story.