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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 Teibidh

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  1. Unity

    Fair enough. As I said, I'm in the process of starting to fill in technical details in the design document, I suppose one of the things I should attempt to do while I'm doing that is develop a list of yes/no/short answer questions that I can toss up to whoever I find willing to entertain them. The real appeal to HE is the completeness, though... Is there anyone who has used it that has any thoughts on what tools (aside from 3DS Max or Maya) need to be acquired outside of a HeroCloud subscription?
  2. I have been kicking around a project for a couple of years now, mostly based on my dissatisfaction with the MMORPG genre as a whole since WoW came out. I have a pretty thorough design document that now needs to start getting filled in with some technical details. In order to do that, I have to have a clue. In order to get a clue, I have to start somewhere. That brings us to the reason for the post:   Here is a short list of required capabilities/features: Third person shooter. Combination of several "open world" maps and instances (seemless transitions are a plus, but not really necessary). Ability to generate levels on the fly from pre-defined "tile sets", think random instances. Fairly robust AI. Persistent data for (hopefully) thousands of players. Networking that can support "a lot of people" shooting in the same area that also provides at least passable anti-cheat measures. "Easy" mapping tools. Scripting engine powerful enough to support complex missions, crafting and resource gathering interactions. (Scripting is the one thing I am confident about my capabilities in, so ease is less important here than capability) Multiple character controllers as there will be free-form flight and ground based interactions. Ideally these would be switchable on the fly, but I can deal with a transition if I have to. I initially was looking at Unity as I was hoping to make the game playable in different ways across multiple platforms (doing your crafting from your Android phone during your lunch hour, for example, then logging in to your PC at night to blow some stuff up). I would still be willing to consider Unity, but my understanding is that the built-in networking is sub-par and the networking piece is something that simply has to work right. So, I moved on to consider some other options and came to HeroEngine.   These are what I consider to be Pros and Cons of HeroEngine for my project: Pro - Integrated toolset - Aside from actually creating the art, it seems like pretty much everything is included in the editor. Con - No pipeline for Blender, which means shelling out ridiculous money (in my opinion) for 3DS Max or Maya. Mind, if i can get the game launched and if I can start turning over money with it, I could easily call that an investment well made, but there's a lot of if there. Pro - HeroCloud, which pretty much addresses client-server interactions, server scaling, basically the whole network and server architecture layer. Assuming I'm not missing something I should have thought about, this is pretty huge. Pro - Scripting engine has a ton of capability. Con - Scripting engine is reportedly non-intuitive. Pro - Size and scope of the game worlds don't seem to be an issue, seamless transitions are usable out of the box. Pro - Ridiculously low cost during development ($100 for a single developer seat or $200 for a 10-pack of developer seats per year). Pro - Assuming you launch using HeroCloud and don't just acquire licensing to use the engine wherever, your infrastructure needs are covered including server scaling, bandwidth, availability, redundancy, backups, billing ... pretty much everything. Con - HeroCloud costs you 30% of your revenue (I'm not even sure this is a con, really... seems pretty reasonable considering the above).   So, Hero seems to address a lot of stuff, not a whole lot of downside in the grand scheme of things... but, that's what their web site is designed to make me think. What are some of your thoughts?