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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 Davoo

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  1. It looks crazy fun, so I'd very, very much like to play it.
  2. Um, wow, you're actually going to read them a little bit? Thanks! Now I've hardly played simulation games myself--other than Roller Coaster Tycoon, which I have practically memorized--so I don't know if any of the concepts I could touch on here have already been done in earlier games, but here I go: >The density of the population effects the way people react to various situations and the politics they support. The population in big cities will tend to think more collectively. >The people also have an acute sense of whether or not they feel they're being taken advantage of. They will be hesitant if they feel they are losing their freedom. The player might have to find the right balance between ordering her citizens around to maximize productivity, and leaving the simulated people to their own devices to maximize morale. >I know sim games have disasters that can have natural disasters that wipe out coastlines, and monsters that knock down buildings, but has there ever been a game where revolutions can pop up under the right circumstances? Occupy Wall Street comes down the streets and breaks stuff, or full-on rebels try to tear the city apart altogether.
  3. Those demonstration videos are impressive.   For my money, the best possible application of this technology would be to take a 3D-scan of whatever's on your desk and turn it into a 3d platforming level. I've wanted to make Super Mario 64 courses out of stacked VHS tapes since I was like eight.   Where and when will this technology you're developing be available for others to download (that is, if you're going to do that)?
  4. Hm, you know for me, a great way to make the effects of your decisions in the game interesting would be the human element.   What if your other main goal was to keep happy the citizens under your jurisdiction? That if they were made unsatisfied, they would stop working, or not work as efficiently. And not just with obvious things like keeping down on crime or fires or pollution, but also for more surprising things that people could have a problem with.   I highly, highly recommend you check out the writings of Thomas Sowell. Two of his books on economics, "Basic Economics" and "Applied Economics: Thinking Beyond Stage One" are very informative, and very engaging. Particularly the first third of Basic Economics. They put a lot of focus on the cause-and-effect relationship politician's decisions have with the economy.
  5. "Most of all, you'll need life experience. As a designer, you are crafting experiences. You cannot do this without having some yourself; go live." -- Extra Credits on how to be a game designer   In this thread, discuss life/world/people experiences--whether real or hypothetical; common or uncommon; desirable or undesirable--and how they can direct concepts and develop ideas of game design.   --   Solitude In a Giant Group An hour ago, I walked out of a crowded theater room and into an even more crowded theater lobby; packed wall-to-wall with people like me who had just seen Iron Man 3.   I live in a rural neighborhood; my day job mostly involves being in or around large, quiet, empty houses; and I don't go to the theater very often. Being in a tight, crowded area is something I very rarely experience. I very much enjoy being alone; I vastly prefer being completely by myself with my Android while I take a walk or cook or do chores.   I was totally caught in surprise when the ex'purunce of tight-packed human-density I had earlier this afternoon reminded me that, despite my affinity for isolation, I also really enjoy being in big crowds.   What stood out mainly was when I went to the bathroom. From the time I went in to the time I walked out, I felt like I was invisible; unnoticed. I felt just as free from awkwardness and just as 'by myself' with seven other people in the bathroom as I would if there was no one else.   So what I realized was, to a great extent for me: Being in a big crowd and being all alone are the same thing   And this, I hypothesize, is a very welcome concept on the drawing board of a stealth game, or a free-roaming adventure game. 
  6. Polyfrag, here's my question: what is the core appeal of this game?   What aspect of micromanaging an economy do you feel is going to be fun? I'm asking honestly, because I think it's always worth taking into consideration.   For me personally, all the number crunching and statistics in Roller Coaster Tycoon were just the background glue that held together the game's core appeal: pretending to be a miniature Walt Disney, thrilling the hearts and minds of thousands of guests with your creative ideas.   So would your economics game, perhaps, engulf the player into the fantasy of no longer having to wait for politicians to fix problems and taking matters into their own hands? If so, sign me up!!!
  7. That's a concept that--if it were to achieve its potential, with detailed 3d-scanners and the like--would be a huge success.   Unless I'm misunderstanding you or something. I'll see if I can draw it out... is this pretty much what you're describing?    
  8. I'll play some of these tower offense games, but right off the bat, I'd think that the core philosophy behind such a concept should be that you and the computer are switching roles, but not switching gameplay.   What I mean is, in a normal TDG, the computer has to be mindless, predictable and boring; dolling out a monotonous string of enemies down the same path, slowly getting a bit more powerful. Whereas you the player get to be creative and eccentric. You can choose where to place the towers; which ones to upgrade, ext.   So likewise, a reverse TGD should involve the computer coldly, boringly adding new towers in predictable places, while you yourself find yourself not limited down one linear pathway, but are instead able to create custom paths for your troops; and attempt the safest way around the enemy's towers.