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      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.

WulfTheWulf

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  1. My internet was out for about a month, sorry to just now be getting back to this topic.. by survival game, I meant a for lack of a better reference; "MineCraft" style survival game, running around, surviving, and getting materials.   As for adding a story, in my month away contemplating, I've already made a decision to not include it, instead I've decided to take the elements of the story I was planning and just implement them into an entirely separate game, since it seemed to stray from the core gameplay experience.
  2. I'm working on a Survival Game, but I want it to have a Story as well, but for the players, I'm fearing that it may seem like mixed objectives for Gameplay and may end up seeming clumsy. So I'm looking for opinions on the idea, the Survival mode would be your basic Survival mode, you know, getting Resources and surviving. But the story Mode would be more serious and have a sort of tie in with the Survival mode.   My first thought on fixing the Clumsy "Mixed Signals" response that a lot of Players might get was simply making a Sequel that included a story, but that seems to be getting a bit ahead of myself when the Survival Game is in the Concept State of Development.
  3.   The main thing on the Kickstarter page will be a proof of concept, and I wouldn't call my Idea original, since it has been done before, just not quite in this way, which is why I'm worried about it being stolen.
  4. If I put my Project up on Kickstarter to try and get some money to help pay for developing the project further, would someone be able to steal my idea because it Isn't Copywritten? and if so, is there a solution that I could use for this? Since the primary funds for early development need to come from a place like Kickstarter or IndieGoGo.
  5. I decided to choose my Engine before choosing the Language, that way I would learn the best Language for the type of game I'm working on, in this case, I'm working on a town-like game that's supposed to have many players in it at one time, possibly up to 50, Also I need to be able to make Dynamic AI. So I'm just wondering which of the 3 Unity-Compatible Languages is the best to learn for my game? Boo, C#, or JavaScript?
  6. Both the Murl Engine and the Unity Engine are free for commercial use, so I'm just wondering which one is actually better.
  7. So the Engine fully works with Windows 7, Windows 8, and Mac OSX? My project is a game designed for those Operating Systems.
  8. I'm looking for a Game Engine that doesn't require me to pay for a Developer License, I'm making a very low budget game with almost no money to pay for a Developer License, so I'm just wondering if there are any engines I can use that don't require me to pay anything and that do not limit my use of them for not paying.
  9.     What I mean is a game that doesn't require me to pay for server hosting, I'm not exactly sure how to do that, or if it's even possible. The game is supposed to be based on Multiplayer only, which makes servers a big problem, I don't have the kind of money to pay to keep servers up. I want players to be able to start their own I'll call them "Areas" (to avoid revealing anything about the game). The first thing that comes to mind in that circumstance is having them start their own servers, but at the same time I don't want them to have to pay to start a server and continue paying to keep it up. Is there a way to have them start their own servers without them having to pay for it?   On the topic of "Peer-to-Peer", it doesn't really seem to be what I'm looking for, it seems like it would be very laggy for a lot of players. I may be wrong on that.
  10. I'm just wondering what the legal requirements are for creating a Game Studio, other than age majority.   Adding to this I'm also wondering if a Studio or Company is even legally required for creating a game for profit.
  11. I'm working on a game that has players starting their own individual areas in the game, but I'm not looking to spend money on servers or server support, and I know of a few games that have Server-less Multiplayer, I'm just wondering how that works.