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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. <p>Why dont you split the game into two modes, one where there are replacements for leaving players and one where there arent. The second could be used for competitive gaming and the first for casual. It should only require for an aditional queue and disabling the posibility of a player joining mid game. If you leave in the no replacement mode there should be a penalization though (ELO, time before you can play again in that mode, reputation, w/e).</p> <p>&nbsp;</p> <p>Edit: you could use reputation to sort the queue making higher reputation players to be placed in-game faster. (just a thought)</p>
  2. You should take a look at a map container (or however a hashed table/tree is called in the coding language you are using, std::map is c++). If you are using c++ take a look at this: http://www.cplusplus.com/reference/map/map/ When you search in a map It does something similar to looking in a vector but it scales better (it's faster when you have a lot of entries (a lot being a few usualy)). You could use the nikname as a key or (faster search usually) generate a unique ID (uint) for every player and use that.   btw, i dont think this is a networking question but w/e.
  3. Inspired by another topic in this forum (Discussion: Resource Gathering as a genre) I started wondering: What if you eradicated all merchant NPCs from an MMORPG? Lets assume you have a mechanic in place for players to make absolutely every item available in-game(classes or skills or whatever) and that looting from PvE only provided raw materials for equipment/potions/tools/etc. Could you conceive a fully player driven barter economy to be sustainable? I mean removing completely the concept of money for trade. You need to exchange items for items or make your own from raw materials. I'd appreciate your input on the subject. Limitations you see would cripple the game, interesting mechanics to complement this idea, etc are all welcome.   Some thoughts of my own on the economy: This would require a lot of player interaction. Your progress as a player is bound to bartering with other players in order to acquire the equipment you want/need. With a small playerbase this could be imposible to achieve. Item shortage in the low/middle tier equipment could kill the game. I can see a lot of pressure being placed in the “production” players, a lack of a certain class could cripple the game (but prices should sky rocket for the unavailable items making the class more appealing so a balance should be achieved in the long run). Some raw materials should cover some basic needs (meat is a very rudimentary health booster, a wood piece is a basic weapon, a rock is a ranged weapon, a bone is a low quality tool, etc). A synergy between production classes could be achieved by requiring several different skills and steps to make a high tier equipment (eg: miner gets rock, lumberjack gets wood, smelter takes rock and melts it by lighting the wood making bars, smith turns bar into sword, encruster places gem into sword giving it x or y power, priest enchants the sword using z potion giving it another power, etc). For the economy to be interesting a ton of modifiers should be available for the items. Otherwise every short sword is just that. (weight/strength/durability/range/stat boosts/damage/stat requirements/magic properties/etc).   Some thoughts of my own on game mechanics: I see that if there is no greater calling than just PvP/PvE the players would find the system too demanding. Everyone would be keeping the best goods for themselves forcing high ranked players to have several production class characters just to provide for their main character. To avoid this the game needs an endgame that relies in collaborating with other players. This could be achieved by placing the players within a two or three way faction war. The players would battle over certain key places where high quality raw materials could be acquired. This would give them an edge over the other factions when the all out wars/invasions happen. (This is my way of creating a sense of us vs them instead of me vs the world fostering socialization and the sense that keeping all the good items /rejecting to build them for affordable prices actually cripples your factions chances of winning).
  4. I used to play a MMORPG that had a mechanic similar to this but implemented in a different way called Argentum Online. Every player had a bank account where they could deposit items/money, This account was only accessed from a NPC in most cities. So you would go out to loot, if killed all the items you where carrying would be tossed on the floor but anything deposited on the bank would remain (you only had access to the banks items when alive and tacking to the banks NPC). They had a revival system where you had to walk to town and talk to a priest (your player transformed into a ghost when dead) and you wold come back to life(with no items though). There was also a revive magic that other players could use to revive you but since you dropped everything on death you usually lost most of your gear in the meantime. Some items couldn’t be lost though, mostly faction amour (this was obtained though a quest and couldn’t be bought so getting another one was impossible) but even the best faction amour was mid tier. The bank account had no limit on money deposited but had a limit on items (it was an odd item cap, You could have up to 30 item stacks of 10000. this allowed to have tons of low value items like potions but restricted the expensive ones since having 10000 of any equipment was insanely expensive).