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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.

Death The Kid

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  1. Okay Chosker I personally believe in what your idea is, and I also believe that Servant of the Lord is also correct about cheaters. That and I have an idea if it's possible to do. When you make any game that has a high possibility for cheaters to do what they do best (cheat), and you make it a pc platform game, go ahead and include a console/command line feature. !!!!!!!!!!!!!!!!!!!!!!!!!!But!!!!!!!!!!!!!!!!!!!!!!!!!!! Have a limited number of of available commands ,it might also be a good idea to be have the user be able to combine some commands like in Linux with the alias function. And as a safe guard so that people can't just go on in and change the command line database (meaning add there own nonoriginal commands to the system, for the function of cheating of course) have multiple databases of commands that are hidden and absolutely must match. If they don't match then the game will shutdown and reset all commands and then revert the character to the last valid save spot. This might help assuming that it's all possible.
  2. Thank you for you insight you were all very helpful and made my life a lot easier thanks again Death The Kid
  3. Hello everyone, I have a few questions about how to start storyboarding for a game. 1) What is best way to collect and organize a bunch of note's and idea's? 2) How should I put the story together once I have enough notes and idea's for the game? 3) Should I name the game after the direction the story takes and the story is all written and finalized. Or should I figure out a name then have the story develop around the name I have picked out? 4) Should the storyboard be included inside the design document for the game. Or should it be a separate document in itself? 5) Where do I begin after all my other questions have been answered?