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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.

Rimshot

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  1. Everyone,   Thank you so much for the really helpful information! I'm reading up on JMonkeyEngine and i'm just having a blast. Before coming home I swung by Barnes and Noble and picked up Game Coding Complete, can't wait to dig into that.   Again, You guys have been an amazing help. I'll see you around the forums!
  2. Thanks Randy808,    I've dabbled with GameMaker and used a lot of placeholder sprites for some basic ideas but I just feel like im so horrible with anything art that my time would be better spent on coding. Its all a learning process so I don't intend to stop trying how to draw, lol.   I can visualize and logically make sense of what I would have to do in order to make the framework possible but just have no idea where to start.....
  3. Hi guys, first post here!     For the past 7 months I have been designing and critically thinking of a game I really want to make. I have intermediate knowledge of Java but have never used it for game development, I mainly use it for math/simulations which I find will help immensely with my goal.   Since I'm an absolutely atrocious artist, is it at all possible to build the framework of the game before even adding artwork/characters/sprites, etc.    Since the game I have planned is a cross between RPG and RTS, I am wanting to focus very much on mechanics and how characters and the world interact with respect to dialog choices and actions made by the user. I want to focus all my time on how the game will work and how it interacts with the user and worry about realizing the world artistically later.  Is that at all possible and is it a good direction to go in?   Are there any engines that are particularly useful? How would I go about engineering the framework?(any tutorials, books or articles would help me greatly)   Here is what I envision it as:   *Cross between Isometric View Point  and 3d plane with 2d sprites. (Think Persona 2, Myth 1 & 2, Ys, Fire Emblem:Awakening)   *Very complex strings of dialogue trees (Players can respond to dialogue in numerous ways all leading to very different results in turn effecting all other conversation and encounters you have throughout the game).   *Open world with grid-like movement like Final Fantasy Tactics, Fallout 1/2/Tactics, Jagged Alliance, Fire Emblem Series.   -Randomized enemy locations throughout city, random events, exploration, build a squad of civilians/ex-military/rebels and take over any house in the game world and build it into a fort. (Simple economy with trading weapons, drugs, people, scrap, etc....Intercepting convoys with your team or attacking other bases..etc)   *Extensive variety and customization of weapons.  *Extensive characters customization (stats, skills, personality, appearance, etc)     So yeah, in a nutshell that's what I have in mind. I have dialogue trees for 20 different NPC's I've written over the last 7 months. Each being around 15 pages of dialogue and outlines on how each choice and conversion will change the other 20 NPCs. I plan on having at least 150-200 NPC's in the game world.    I know someone is going to say this is too big of an undertaking for a first time game developer especially for one person but I'm just doing this for fun and it's always been something I wanted to do since I was a child. I'm prepared for this to take years of work and learning and I couldn't be anymore excited. This is my passion project for the foreseeable future.   Thanks for any input guys.