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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 mipmap

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    Uppsala, Sweden
  1. I try to, but it's not always the case. When I succeed I have usually been successful in my prioritizations.
  2. Since october I've been dedicating one month per project. In the end of the month I do a little writeup. It prevents me from continuing failed projects and makes me explore more technologies. The best part is that I can shut up the perfectionist in me. This approah does not work if you want to sell games or earn money, but it makes it a whole lot more fun!
  3. Thats way too many assets for a 2-3 day game. Make a freefall game instead (parachute sort of thing), avoiding birds and stuff. Then you need to release the parachute in a timely manner. 
  4. Limit travel to only be possible between planets. In order to move you need to control planets.  Organize planets into networks, to travel you need the nodes.  Add a political factor. Your ship functions without planets, but you can't win unless you control planets. This gives some flexibility: you can loose and then recover. This rubber-band mechanic would be similar to Halo (jump into battle, loose shield, take cover, wait for shild-reload). It's a fun pacing.  Even if you don't need the planets, perhaps you don't want your enemies to take control of them. Then the enemies might build bases and restrict movement. Controlling planets would thus be a weed-control task.
  5. I think better AI could be one route. Then you could have more crowds and responsive environments. Or perhaps a squad for each player that follows them around on the battlefield, helping them out. 
  6. What do you meant by "loot"? Is that the meaning of the score which is used to represent an item? Sorry for my bad English.   My understanding of your definition of a game-score is: a abstract or concrete metric within a game.    I was missing items, such as gear and property (houses, decorations etc) in your list. Many players like to play game to get more items, or to get the best items.    Perhaps a player's item is not abstract enough and could be described with the terms in your taxonomy. 
  7. How does the score abstraction of "loot" fit into your taxonomy? Many games are built around using items as score. 
  8. What is the length of a game-cycle: is one minute weeks, days or does it represent years? If decades then children could be feasible. Otherwise I think colonists would be a cool population growth factor. Then you can have colony advertisement, shipment, and other factors for the player to tinker with to optimize the influx of colonists. 
  9. I should add http://www.onegameamonth.com/
  10. Various people have called me creative throughout my years.    I still remember my first daydreams. I was about five or so and I was immediately hooked! From that day I've been daydreaming constantly. I can't read a book or look at any picture without it triggering me to daydream. Sometimes this is nice, like when I try to come up with some imaginary things. Other times it's a real trouble maker, like when I try to study or learn something.    For me, my creativity lives through my daydreams. Perhaps that could be something?   Another thing: I think creativity is pretty domain specific. Some people have daydreams about game engines, while others dream about visual. Others might dream about music. A game consists of pretty much every art form. So don't feel bad if you don't succeed with everything. Getting one domain right is a fantastic achievment in itself. 
  11. I participated in Ludum Dare during the autumn and liked it. What other game jams are out there (that will be launched during 2014)? globalgamejam.org/ ludumdare.com ???
  12. From the album Help & Guidance

    A new version, now with better layout.

    © Oskar Olsson, 2014

  13. I'm making a simple cookie-tapper type of game in HTML5/Phonegap for Android. I have a bit of a layout problem.    Since the game should be possible to play on both landscape and horisontal, the cookies/chew buttons should only be appearing in the playbox (square). But what about the rest of the screen? Is it ok if the menu bar (top) is falling into screen? or should I perhaps remove it completely.    What do you think?   [sharedmedia=gallery:images:4715]