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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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About DerrickB

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  1. Why not a game that incorperates both?  Players who want to save the world pair off against players who are trying to destroy it.
  2. Thanks Benni.   The map is basically an endless run.  A player can continue in any direction forever, if they wish.  As for the elastic tether, I don't think it lends itself to the style of game it's going to become, but thanks for the suggestion.  I've fixed the problem and tested it on Chrome, and it runs fine now.  I've added some more to the game.  You now have a food meter which goes down.  If the meter reaches 0, then your health meter starts to drop.  If the health meter reaches 0, you die.  There is no way to refuel your character yet, but it will be added later as I work on it some more.  There are rotating question marks which act as areas on the map a player can search for items by running over top of them.  The player remains still while searching, and continues on after searching is complete.  Waiting for the whole length of the search time guarantees finding an item, but ending the search prematurely will yield an item based on how much time a player has spent searching. (eg. If the meter is 75% complete, there is a 75% chance you will find something.)  The player now has a backpack to store found items, Once the backpack is full, a player cannot search anymore.  I will add a feature later on that will allow the player to remove items from the backpack.  Items in the backpack will be taken to a central compound where they can trade in the items they find for weapons, ammo, armor, etc but I still have yet to code that part of it into the game. Clicking on the backpack toggles the backpack inventory view on and off.  Moving the mouse off the game area pauses the game. http://www.projectz.comxa.com   That's as far as I've gotten so far.  If anyone has any other ideas as to what should be added to the game play, I'd love to here from you.
  3. Thanks you for the feed back, Norman.  I think I know where I need to add some additional code in my script to cater to chrome.  I should hopefully be able to make the changes in a couple of days.  I'd do it sooner, but I'm a single parent and work full time, so I do this burning the midnight oil. lol.   I've had some comments from others who think it would lend itself nicely to a zombie/post apocalypse style of game.  The character would roam the map shooting up zombies and collecting lost items that they would exchange at a trade post of some sort for ammo, weapons, and other resources.  Personally, I like the idea but I would also add a limited amount of wild animals (wolf pack, bears) that would roam the map and attack the player if stumbled across to limit the boredom of just shooting nothing but zombies.  The trees could be hidden under to try and throw off pursuing enemies, which I think is a good idea, but I would program the AI so that hiding would give the player a 50/50 chance of it working.  Ideally, if a player is out of ammo, or near death, they would have to find their way back to a safe zone or compound where they could restock and be healed.   As for the avatar and other graphics, they are temporary graphics only being used for the demo.  I'll be seeking out a game artist when the game is done to redo all the graphics.  As for the size of the Avatar, maybe I can add a zoom feature which would zoom in on the avatar making him appear bigger.   Thanks for your comments.
  4. So I was tinkering around with some Javascript and put together a top down scrolling engine for a game I was thinking of putting together, and then I thought hey, why not see what other people think I should do with it instead.  I've uploaded the engine to a free hosting site so people can have a peek at it and maybe give me some ideas on how this game should develop.  First thing that needs to be decided is a theme for the game.  Any Ideas?  I haven't had a chance to test it on any other browsers other than explorer, so if it doesn't work on your browser, let me know what you're running and I will adjust the code. http://www.projectz.comxa.com   Looking forward to hearing your comments.