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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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About DuPlaine

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  1. Good [insert proper time of day] everyone.   I was recently playing Dark souls II, and I had just arrived in a little town. Leading off the town were several paths, some blocked and some not. It took me a couple of minutes to realise that I was in a hub world, but when I did, I kid you not, my heart leapt for joy. I do not know why exactly but I have always loved hub worlds, and so my question to all ya'll is as such:   What purpose do hub worlds serve, both commonly and unusually? Can you think of any particularly well/poorly done hub worlds, and for what reason they were good or bad? What are your thoughts on hub worlds in general?   The two prime examples I can think of, one being well done and one being poorly done, are, Turok: dinosaur hunter and Quake.   Turok: dinosaur hunter: in this example, the hub level was, IMHO, well done. The hub world had a small storage of health items and ammo that was helpful if your were having difficulty with a particular level. Every level had three keys, two for one level, and one for another, so beating level one and two opened simultaneously level three and four, which opened five and six, etc., which meant you could always choose between two different levels to beat first. This leant a non-linear feel to the game, and allowed a small amount of strategic decision making as to which levels to beat first to acquire certain weapons to defeat certain bosses.   Conversely, Quake's hub world was pretty much pointless. There were four worlds, entering one world meant you had to go through all of its levels before returning to the hub, the worlds were unlocked linearly, and there was no reason to return to previously completed worlds.     Thank you all for reading, and I eagerly await your thoughts.
  2. Just blame it on my poor comprehension skills and over-literalness, but I'm afraid I do not know exactly what part of the magic cycle you are wanting input into; the acquisition of the spells, the advancement of said spells, or the prevention of potential spell usage by the player. all were mentioned, but you rather emphasized one.   If prevention, I.E., how to keep weak players from using strong spells in an organic, less arbitrary way: If players are drawing energy from the environment into themselves to cast spells, then that is a lot of energy being contained in a rather frail human body. If the spell costs, say, 500 manna, but your character has a manna cap of say 350, than that player shouldn't be able to hold it inside for very long, and, upon releasing the spell, damage would be done to her body. Also, the effort of holding in too much energy should cause her focus to waver somewhat, causing a decrease in either potency or accuracy. Or, you could have it that the chance of successfully casting a spell is ratio of player level over spell level, or some other such equation.   As for Advancement, I.E., increasing the effectiveness of spells as the player levels up/progresses through the world: I've always been partial to small bonuses that cumulatively increase as one gets better at the skill in question. For example, all fire magic might have an innate, albeit weak, armor piercing capability, say 2%. As the player gets better at fire magic, that small armor piercing will increase, to 3%, then 4%, 5%, etc., eventually getting more effective, especially if you have other such tiny perks, say a burn status effect which will also increase.   As for actually getting better at the magic, you could have it increase with usage, and with finding books that advance that specific magic.     I absolutely adore this idea, but I feel that it really depends on whether your game is single-player or online, and, if single-player, how linear the game is. I think it would lack its appeal if you get these items from bosses that you have to fight to advance the game, because then it would just be a tedious complication of gaining power from killing bosses when you you usually do that anyways, through a boss having a 100% chance of dropping a strong sword, or was guarding the morphball, etc.   As for actually acquiring the spells in the first place, again it rather depends on whether your game is online, linear single-player, or more open-world single-player. In Castlevania: Symphony of the Night, there are a couple of magic spells (though to be fair, they were not all that useful, and were not the focus of combat), which you could perform. You either discovered them by accidentally doing the requisite movements to cast them, or by buying a scroll which told you how to perform them. Another example of such a system was Legend of Legaia. In it, your attacks were based on a small queue in which you placed in any order your actions(in this case, high-low punches and kicks I believe). If the order and combination of actions conformed to a specific special move, then your character performed that move instead of the actually moves you placed. Depending on how the player actually casts spells in your game, you might do something similar. If the player casts spells by combining power words, than the player might accidentally discover a new spell by experimenting with the order or composition of the words, or by finding books that have a spell already mapped out for them.