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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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  1. Thanks for the encouragement everyone! I'm going to work on everything that was brought up :)   On the issue of the grass --- at least when it comes to the flat grass tile. I wanted a design that was randomized enough to eliminate the visibility of the "Grid" while also saving time --- even though it's just primarily one single tile used throughout, it's hard to see where one begins and ends. That is often a main concern of mine and I, eliminating the Grid, without wasting time and creating dozens of unique grass tiles.
  2. Thanks for the notes, guys..   Maintaining perspective is a bit of an issue for me --- especially when it came to the trees. Though, I will say the trees I did hear are both a limitation of my abilities, and also a product of trying to replicate the old 8-bit/16-bit graphic styles of JRPGs. I will say that my graphics for this are very dated, plain, and old-fashioned, but that's the aim :P     Kryzon,   I'm not sure I fully understand your graphic, even after looking over the linked threads... If I rotate my images that way, is there something that should be happening with my images in relation to the guide you posted?
  3. Hello everyone!   Well, for years I've been toying with 2D tile graphics and art for an RPG idea. I've kinda been working a lot more on this, now that I have begun to write a compelling storyline... Pretty much, it's a 2D Final Fantasy style RPG. 20x20 Tiles/Sprites.   Anyway, here's a basic asset demo I created using tiles and sprites I've made. Thoughts/Critiques?  
  4. Servant,   Thanks for all the info.. It's really got me into it now and thinking in terms of how to proceed! I am super excited!   And thanks My trees have actually come a long way --- this was one of the first tile map screens I ever put together YEARS ago..   P.S. I dig your site by the way!
  5. Right now, I'm splitting my time between learning to understand programming, and doing tile art :D Which I do really enjoy!
  6.   And you are absolutely right.. But, part of this is two issues: I really do want to learn "the ways of the force", but also I think the pain would be finding pre-existing kits that fit with my creative vison of the flow of the game. I have seen a lot of different implamentations of even the basic mechanics of the simple RPG ideas, everything from the movement of the characters, the scrolling within areas, ect..   Wanting to learn to program is a good enough reason to learn to program.  If you're imagining doing all the art, story, and coding for an RPG yourself, though... that's an awful lot of knowledge and time needed from one person.       Well, I wouldn't do everything by myself.. Eventually, I would attempt to gather a team. But I have seen others who wanted to make a game, and pretty much act as the director or game designer, and only offer their ideas and need to rely on others to do art, coding and such. Usually those projects only progress so far. If I start a project, I want to be able to add more than just "I want it to do this... Can you draw the graphics and write the code for me?"
  7.   Ah! Yes. Gotcha. You set the program to unload and load each area when the player hits the "warp" coordinate, and not have to worry abount having the data in memory or using pointers. I guess I got stuck on pointers and how to use them.   For the "map" data, would that all be defined in a piece of code, as in each map or location would be defined line by line for placement of tiles and whether that tile is walkable, not walkable, or wrap somewhere else... Can it be done that way?
  8.   And you are absolutely right.. But, part of this is two issues: I really do want to learn "the ways of the force", but also I think the pain would be finding pre-existing kits that fit with my creative vison of the flow of the game. I have seen a lot of different implamentations of even the basic mechanics of the simple RPG ideas, everything from the movement of the characters, the scrolling within areas, ect..
  9.   Ah! I understand. Except for the exact setup for the string/unloading/loading, but, I can imagine how it should work.   I can especially imagine the teleporting idea. That would require a large tile map, yes? I understand todays PCs would have no problem working with such a large tile map, but atypically that would require a large amount of memory to hold the huge tile map if I would to have all areas exist within that huge tile map.   I'm still trying to figure out the proper time and place to use pointers --- when stuff should be allocated to memory for the pointer to be used, ect.
  10. Hi Everyone!   I am "new" to programming --- although I know what code looks like, and in theory I understand what code does, I have no real experience with practically applying it in art.   I have always want to make a game. I am a passable artist, and I am a creative writer, but I know my lack of ability in actual programming is a hinderence if I actually want to make said game.   So, I have finally decided, at the ripe age of 31, to really focus on learning how to program. I just started tonight.   Anyway, I've had the creative juices going and I wanted to verify whether this is the right path to be thinking, or if I am completely wrong.   With a classic RPG in might, let's talk about the Function for the world map. Let's say that the world map is a 256x256 grid. Specific cordinates in the grid will take the player to a different location, maybe a town or a dungeon.   So, at the beginning of the world map function, would I have the program allocate the specific location datas into memory, then use pointers to point to the memory area containing the data (town or dungeon data), which would set at the specific coordinates?   Example: if I wanted the player to be taken into a city area at coordinate 100x100, a pointer would be placed at those coordinate, directing the program to take the player into that area?