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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.

Spoonmaster

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  1. Hi, I am taking a game interface course and I need to get some feedback on my game design for an assignment.  I’ll provide a quick summary of my game design idea and a few of the functions available within the game.  Any feedback or advice on my design is very welcome.   My game idea could be classified as a 2D Action Platformer with a very Metroidvania feel to it and some minor RPG elements thrown in as well.  The game is also being designed with the intent to release it on the Xbox 360 or whatever the next gen Xbox console is called.  You control a humanoid cyborg that is traveling across the galaxy trailing the antagonist who is responsible for his robotic limbs.  Along the way the player will encounter tons of enemies who can be dispatched with dozens of different weapons that are upgradable as the game progresses.  Players will also find armor enhancements, consumable items and gain experience and level up special abilities.  Fighting enemies and exploring the various planets along the way while following the story is the core of the game, but the player will have many opportunities to venture off and explore hidden paths or unlock passages that were previously blocked with the upgrades he finds.   The feedback I need focuses on the usability of the gameplay functions described below.  If you need more information about the game itself or any of the functions, please let me know.   One of the movement options for the main character will be a dash move that is triggered by hitting the “B” button on the controller.  This will propel the player in whatever direction they are pointing the Left Stick or movement stick on the controller.  Dashing gives the player a slight advantage when dodging or getting a different firing position on enemies. Firing the characters weapons will be triggered by both the Left and Right trigger buttons.  They will fire the primary and secondary weapons separately; however weapons can be inserted into either the primary or secondary slot to provide more customization for the player.  Aiming will be done with the Right Stick and when combined with the movement stick and both Trigger buttons, I believe fighting enemies will feel very natural when compared with other games that have a similar controller layout. Players will also be able to quickly access two important menu screens via the Left and Right bumper buttons.  The Left Bumper will access the Inventory screen while the Right will open the Weapon Select screen.  This gives players easy access to what I believe will be the most commonly accessed screens when players have some downtime in between action sequences. What are your thoughts on these three game functions?  I wanted to describe some of the functions that provide sensible gameplay with the focus of usability and convenience.  Looking forward to your feedback, thanks.