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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. This is quite an interesting topic, enough so that after probably two years of lurking its made me register for an account. It's clear there are a number of different directions this could go with trade between players but I wonder how this would work with trade between players and NPC's or even NPC's with other NPC's. In my game (still working on the infrastructure and networking) NPC's act very much the same as players do and can do the same thing players do. With built in gold in the game you can always have the NPC's use the default price attributed to items. However if you remove gold and focus on bartering then when a player wants to buy a pig from an NPC the NPC would need to somehow decide how much they valued what you were offering relative to what you wanted. With a basic system of needs this is no problem but once you get past basic needs to [this would be useful to have, not a need but we need the NPC to still know its a good trade] things would become much more complicated. I suppose you could still give thing an innate relative value to each other and let the NPC's make non-essential trades based on innate values. Innate values being perhaps something like an atomic value of the item; Chair is crafted by 4 Cedar Logs and a Cedar Log is worth 10 atomic value so the NPC would see a chair as having an innate value of 40 and try to trade around that. Hmmm, I'm going to be thinking about this one for the rest of the night; thank you for posting the topic~