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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 DigitalDreamDom

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  1. Thank you everyone for helping. Jbadams I'll take a look into the design/dev logs, them seem very interesting.
  2. So I've made my journey through finding out if i wanted to be a programmer, or a game designer. I decided game designer and after countless years of self study I've found the Game Design Document to be what everyone refers back to while they are working. I've read hundreds of docs with no clear pattern (obviously between different types of games). While if a team member has a question they should ask it, what techniques have you found to help communicate your ideas in your design doc to your programmers, artists, and other team members?   Examples:   Bullet points Numbered lists Pictures If/Then/Else statements  
  3. Zelda Megaman X series Metroid Castlevania Breath of Fire series Star Ocean Til the End of Time Crono Trigger
  4. I disagree with OP. I find that there are plenty of educational games that can be fun and engaging for children. I myself loved Reader Rabbits Interactive Math Journey, along with Math and Knowledge Munchers Deluxe.   I would admit to there not being a lot of educational games targeted to adults. Most educational games I played/have seen are point and click or typing. I would say Typing of the dead is an adult educational game, it being an exercise in learning to type without looking at the keyboard and it being a rail shooter. Another problem is that the aesthetics that draw children might not draw you or other adults in like, Dora the explorer, The Magic School bus, Schoolhouse rock, Reading Rainbow. Unless they tickle a bit of nostalgia for you I wouldn’t expect adults in mass to watch it.   So in short educational games for children exist, educational fun games for children exist (fun being of one’s opinion), and educational games for adults exist that can be fun. The large problem I’m hearing from you are there aren’t ENOUGH educational games geared to adults or to educational subjects beyond elementary school level, which I would agree with. But to say educational games are fiction and dotn educate i'd have to disagree with you on.   Links: Math Journey : http://www.youtube.com/watch?v=86-eLTxNjyg Knowledge muncher: https://www.youtube.com/watch?v=rtZsPPKXxCE Math muncher: https://www.youtube.com/watch?v=eeNTU9tZ8U0 Typing of the dead: http://en.wikipedia.org/wiki/The_Typing_of_the_Dead
  5. Let me start by saying variety is a good thing. I looked at the 4 weapon set up and I have a few concerns just from a lack of information. I’d like to know what kind of Movement system you have set up, do you have like 5 action points and moving a square is 1 point and attacking is a point. Can you move and then attack, and vice versa? Is there a guaranteed move/attack phase? Can you switch weapons? If every weapon does the same amount of damage then I think your short weapons and long weapons might be in trouble. Short weapon – why would I use a short weapon instead of a medium which can threaten 2 more squares? Alternatively why risk getting into range of enemies at all with a short weapon that only threatens 1 square when I can shoot from range which only threatens 1 square but keeps melee enemies from reaching me for a turn, or several if my FOV is extremely large.   Long weapon seems situational to me, in that I could only see players using it if they got forced in a 1 square wide hallway or path, with a few enemies back to back, or just being out of melee range for 1 enemy movement round if they moved max distance and ended up in the second threatened square. I only say this because with a traditional square grid most enemies AI will be set to surround a player so they can all get their attacks in, not stand in line and take damage.   Like I said variety is nice but I think players will need added incentive to use short/long weapons over ranged and medium, maybe short/long are less hard to use and give you a lower armour ratting making it harder to hit you. Or a long weapon user gets more movement so they can set up their attacks better. It just seems that people that use ranged until they get surrounded and then switch to medium get the most reward do to the low health higher damage mechanic. If I start a battle low health with ranged I’m doing max damage (causes all damage is the same) from a potentially safe distance from the enemy, while a melee class has to run up and start dealing damage at the same time an enemy would.   Example: You are fighting 1 enemy at a range of 12 squares, the enemy moves 3 squares a turn and oyu can move 3 squares a turn, and let’s say damage for both is set to 5 and we have 50 health.                 Ranged set Turn 1: I hit enemy for 5 He moves 3 closer Turn 2: I hit enemy for 5 He moves 3 closer Turn 3: I hit enemy for 5 He moves 3 closer Turn 4: I hit enemy for 5 He moves 3 closer   Melee set Turn 1: I move 3 enemy moves 3 Turn 2: I move 3 enemy moves 3 Turn 3: we start dealing damage to each other.   The ranged has dealt 20 points of damage before he is even in range to be hit. (Granted there is miss chance)   Other than this I like the system, it’s different and would be fun to try. I hope I didn’t come off mean I’m not trying to be. There might also be some concepts of the game you know of already or have in your mindset that you didn’t share with us so the majority of my theories are extrapolated from what is here and some assumptions on my part. Still hope it goes well and if you share some more information on movement and such I’d be happy to amend my post and theories accordingly. CHEERS!