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      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.

Nihilihihak

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  1. http://wiki.teamfortress.com/wiki/Damage   i'm not really making an FPS in a classical sense but it does contain quite a lot of FPS elements. I wonder if i can balance a game purely in a mathematical sense like each class(weapon) is capable of the same amount of DPS but in different ways (or in shooters TTK time to kill).   And make something like a slider wich gives you a certain level of mobility for a certain amount of health (and getting rid of "classes" but certain weapons will be suited for a certain playstyle).   I'm interested in the TF2 way of calculating damage because of the different weapons (like flamethrowers and shotguns). I imagine it's some kind of script or function.
  2. The idea is that within 10 months i have something fairly decent to show to the judges (the teacher will tell us if our project is complex enough).  I would want to keep tweaking and adding stuff year after year until i feel that it is done.    We are allowed to use tools to make our game (unity 3D) so we don't have to start from scratch. I see this as a very very long project to learn my ways in game development and programming.   I am allowed to start from scratch but that would involve working with VERY abstract ideas (pure code) and they have not taught us that much programming yet, that's why i would prefer using something like unity.   (I am NOT making a TF2 clone, the end result will look and probably feel nothing like it, i just gave that game as an example of "inspiration" for my game and i'd like to figure out how they did things.)
  3. (I am not sure where to post this so sorry if i made a mistake)   I am currently learning basic computer science in school and this year we need to make a project that needs to be completed by the end of the year, the students can choose what they want to make and i would like to make a game(nothing elaborate but i'd like to have atleast a basic combat system)   I am trying to understand why certain games are "balanced"(mathematicly speaking) ,the first game i started with was team fortress2 because it has different classes and quite a lot of different weapons.   In the tf2 wiki they explain how damage is calculated but i had a lot of trouble in understanding how this works in the game engine itself. and the numbers of each weapon(in the wiki) seem quite meaningless for DPS calculations.   1)Are there certain tools that i can use to take a look at for instance the TF2 engine(source code) and look how they calculate damage, it must be a script of some sorts? (Is there something that makes elaborate source code managable for a beginner to understand ?)   2)How can a beginner learn from games that have already fully been made without stepping in to illegal territory?   ANY help will be appreciated, thanks in advance