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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 sstefy

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  1. Thank you for your quick replies! You have all been very helpful.   @ Linkaan:   Visually and artistically Chantelise is quite close yes, these kinds of character and monster sprites and animations are what we are aiming for.    However we are planning on making a more traditional 2D/3D mix with a top-down perspective  like in for instance Breath of Fire 3 (only modernized) with battles being turn-based:   http://www.youtube.com/watch?v=ZVMMcPgtXxk   (video not related to us in any way, just a let's play for those who haven't played BoF3)   @ darookie:   Thank you for your comment on 3D models vs 2D sprites. We haven't made a final decision on that part yet and we are still very open minded and very receptive to new ideas.    The reasoning why we would be aiming for 2D sprites is probably because we have some experience with drawing in 2D and we think that the end result by using 2D sprites vs 3D models could be a bit more refined and timeless when taking to consideration the skills of our team specifically. We also thought that it could be easier for us to not make stiff looking characters and animations with this approach.   We 100% agree with you on the demo idea, thank you for that!
  2. Hi!   About 6 months ago me and my best friend were bored beyond belief at a lecture about leadership and management. We chatted about good old RPG's we played and loved back when we were kids (Final Fantasy 7 and all that) and I don't know if it was the boredom we experienced during the class or if this was something that we both always wanted to do, but at that moment we decided to start making our own game. All in all, the plan is to make a classic 50-hour long RPG honouring the goodness of these types games from the PSX era while bringing something new to the table as well. We have been planning for 6 months now, our first aim is to have the game "ready on paper" and we have progressed quite far with this when it comes to the story, concept art of the playable characters and enemies, game mechanics, character development, battle system, the world and level design. We are currently using RPG Maker VX Ace to create a "sketch" of the game which includes the story (including the dialogue related to it) and the environments. Problem is, our experiences are quite limited when it comes to coding and scripting. We have some experience when it comes to drawing characters (on paper and in Photoshop) and also creating 3D models in 3D Studio Max but that's it. Graphically, we would want to create a game that uses 2D sprites for characters and effects and 3D graphics for the environments (think Xenogears and Breath of Fire 3 for the PSX) that would look good on modern devices/consoles. Our aim with the graphics is to make it look timeless and nice rather than to have anything ultra-realistic (also I'm quite sure that realistic is not what we would want anyways). Also, we are prepared to pay for software licences etc. but we don't want to waste money. So what we would need advice from you veterans now is: -Any suggestions on what software/hardware we would need in order to make this game? (We have looked into Blender but how far will this take us?) -What engine would be best suited for our game and our situation? -Is it possible for us at this stage of development to make a rough estimate on how much money/time it would take to complete this project? What things should we consider? If these questions are naive or "noobish", that's because we still have much to learn when it comes to the technical aspects of creating a game. Despite this, we are very confident that we have what it takes to create a great game. Also, if you think we're missing something really important already at this stage, please let us know! Thanks in advance, all help is much appreciated!