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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 k_meleon

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  1. I obviously don't plan on using the same name, code or assets as the original, but in terms of gameplay it will probably come out pretty much like the original. I mean, what can you add in that game besides the obvious bombs, clear the row, clear the column, clear all the same "jewels" from the board, block a row and block a column? And I bet they have that in the original as well :(
  2. That's gonna be quite hard to do unless I turn it into some kind of puzzle game, and right now that's not the direction I was after . I never played the original game, but I'm pretty sure my clone won't have too many innovations in it compared to the original (at least I haven't thought of that many things to add yet and I bet they already added my yet un-added twists in the original, since the game itself imposes some limits).     Would you say the same thing if I tried to put it on fgl for sale?
  3.   I'm a beginner here and I have a slight ethical issue.      A few months ago I wanted to make a small game, and at the time I really liked to play Bejeweled. So I decided to make something similar and change some things in it. So instead of moving one piece at a time I wondered what would happen if I moved the entire row? How about the column as well? How about adding some other things? Seemed unique enough to me, as all the match 3 games out there didn't have any of the things I wanted to have in my game.     So I started my little project, created my "jewels", managed to make the rows swap, then the columns, then after a few painful tries I managed to get the killing to happen. I was so eager and I really enjoyed working on it. Next on my list was to implement a score system, when all of a sudden somebody said she had seen my game before. And she showed it to me. It was called Chuzzle Deluxe by popcap games.    I never played that game, nor did I ever knew of it's existence till that point. All my hopes got lost     Now I'm wondering...should I finish my game? I originally wanted to post it on fgl (my first ever game that I would try to put there), but now I don't know if that would be possible, or if it would be ethical for me to do so.     What would you do in my situation? Did something similar occur to anyone else? Would I get in trouble if I finish the game and put it up for bids?  
  4. Not really optimized for isometric view, but free and requires no coding, and can get the job done if used creatively:  http://www.stencyl.com/
  5.   You can use GameMaker and like.   I'll be using the free version of Stencyl, and that can only export to flash (.swf or publish on a webpage). Will that still allow me to participate? And if I'll be making a flash game, that means I won't be able to make that mandatory rule  ("Exit (key and screen)") ?
  6. Is this restricted to games create using code only or can we use tools such as Construct2 or GameMaker or the like?