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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 Big_Fuzzy_Dude

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  1.   Was that a really thing or something you came up with?
  2. To address xp and leveling: the game is played game by game (4 matched per game) for fun. No overarching use for xp. Reset ever game. I guess I always imagined playing this with my friends so, like L4D, you can communicate but also mock and plea. The idea of classes seemed to fit because most had equal pros and cons (you're right about stealth though) but this also makes players act mire tactically in when to betray someone. Say a stealth attacks a heavy. The medic and engi would have to quickly chose sides. Weighing up options. Is the stealth reckless? Can we survive without the heavy? Overall there is a low penalty for death. But this means quick ability to retaliate. Holding a grud can payoff in some cases.
  3. I'm dumb. :) Sorry for not stating all details (the post would have been longer than my arm). Xp would be awarded at the end of a match instead of in game or the death of all characters. More Xp for winning instead of death. Matches would be short and quick allowing for say 4 matches in a game. Not the best at visualising lvling but i would say it would cap at 8.
  4. Lol. My topic above this is about a zombie survival game based around killing your team. I love irony.
  5. Picture this: 2D Top Down Retro 4-player Team Based (Sorta) Premise - Limited Story Group sent out to retrieve something from zombie infested wasteland. Objective - Enter. Locate objective. Retrieve intact. Mechanics - Team work is key but when fast leveling and increasing power builds your characters you can kill anyone of your teammates in order to get more experience. Earlier kills gains more experience. Kills near extraction give little to no experience if entire team survives. Heavy Medic Stealth Engineer Heavy - More Hp and Dm. Slows team down and easily overcome alone. Medic - Can heal the team and himself. No reason to live other than heal. Stealth - Stealth field. Invisible to zombie and Team. Broken with gun fire. Knife and stay invisible. Invisibility lasts longer with more team members. Alone doesn't work. Engineer - Fairly useless offensively. Can hack turrets (Turrets loyal to engi if team attack). Open shortcuts. Can repair objective.
  6.   Actually I remember playing Portal 2 co-op and it's a better example. Just imagine that you need the other players help to proceed but are also going to have to fight them in the end. That would be the bare bones of the game. It would be a test of weather or not you can put your differences behind ach other when you know the goal will still be a fight. Perhaps, as thade said, rewarding team work. I don't think I would like the idea of punishing fighting, cause wheres the fun in that >:).
  7. I'm very new to game design but I want to work in the industry eventually. But anyway, I was watching a rage video on youtube and it made me think about how people can enjoy a game that makes them angry at themselves. But has anyone ever best a rage inducing game in a cooperative situation. Picture say a zombie survival game. The basis of most of these games is that to survive you must band together. Through experiences in Dayz I have realised that when given the choice us as human beings prefer to stand alone because of the awards associated with it compared to the setbacks of a partner making mistakes or halfing a resource. But what if a zombie survival game forced you to have a partner (would probably work better with local co-op) and didn't reward you for working with them. You could steal resources from each other and then you would be put into a situation were you had to defend them but come out worse for wear. In a game situated like this difficulty wouldn't be measured on a pre decided scale but on the morals of your partner. Am I the only one who would find it appealing to have game play were the enemy is your only friend and to see how situations would pan out. I haven't completely though this through but its not an actual game proposal but just an idea on how a fresh innovative style could form. Please tell me what you think.