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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.

Johnny Shields

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  1. Graphics look absolutely beautiful!   I'd make a "Seige Defense" game. Your objective is to defend a town, person (king), or holy relic from invaders.   Enemies attack in waves which can occur either in day or night. There should be a time countdown until the next wave displayed in the corner of the screen.   Enemies are able to break down walls, tunner underground, or climb over walls to attack you (currenlty in minecraft they can't do to those things) There should be an emphasis on terrain destruction: catapults, cannons, bombs, fires, battering rams, etc. Enemies AI should look for weak points in your structure and concentrate force there. Enemies may also use seige towers, grappling ropes, or even blimps to get over your walls.   As with Minecraft, there are 3 basic things you can do in this game: mine, build/repair, and fight. There are Non-Player Characters (NPCs) on your team also performing these jobs, i.e. miners, builder, and soldiers. These guys do their job at a slower rate than can, so you need to give them orders of where to defend, dig, build, etc. See the game "Dungeon Keeper" for some ideas on this.   Miners should have a finite capacity of materials they can hold before they must return to base (or unload it to a mining cart), so you'll have to build walls to protect your mine supply lines. In the game you'll need to choose between defending your resource lines, adding new towers to your base, or reinforcing existing walls.   Materials like brick and stone will be damage resistant, but will be more expensive. There can also be NPCs with whom you can trade (buy/sell) for resources. Some rare resources can only be obtained through trading, which are needed for rare items/weapons.   Food/farming/water within the town could also play a role. For example if you run out of food, you lose the seige.   Watch the movie "Kingdom of Heaven: Directors Cut" for some ideas (last ~25% of the movie or so)