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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.   lol yeah, well once alpha stage is reached in a few months I will post screenshots. For now it is about game mechanics for those who are interested as well as a few building and unit graphics for those that want to see what the game will look like.
  2. I am developing a new strategy game unlike any other in several ways. I need your support, if you are interested in this idea please like the Facebook page and tell others about it. Even after the release of this game I will always be updating it with new ideas that I or other come up with, so if you have any feel free to let me know. But try to keep them within the context of a 2D strategy game.   Details - Terrain - Buildings - Centres - Pieces
  3.   I don't think I was clear enough, I do have original ideas but I am also looking for some mechanics that are already tried and true to blend them with mine. As for your second comment, I agree, but I am trying to do something different here. I think that it is time for at least a small part of the gaming community to evolve into more complex games.     I agree with no time or resources comment (:     Yes, I have been doing this. It is problematic because this is time consuming and expensive, but it is necessary.     I  edited  by initial post to include one of the main ideas, I just don't want to tell too much at one time or people may lose interest with too much reading. But two mechanics I see as a necessity are the interactive dynamic gameplay I mentioned and entities that can change hands (such as the leaders of nations or the executives of a corporation).       I'm glad you brought this up, because I find this important as a secondary feature also. For starters, the map will be more local and there will be more emphasis on using few game pieces. I really feel that it is an important mechanic to have players focus on fewer game pieces and make it so that many game pieces are too hard to manage. This can bring a more personal flavor to the pieces, create a balanced game atmosphere, and require more cooperation (or manipulation, and therefore strategy).
  4. I am working on a new strategy game (Tactical Overload), but I want it to be unlike any other. I am wondering if any of you have any ideas or examples from games you like that you'd like to see in other games. I have hundreds of ideas myself, but I would like to compare thoughts. This strategy game is going to be different than others. Instead of concentrating on only one or two genres of strategy such as nation/city building, combat, economics, crime, construction, transport, politics, et cetera... I want to combine many genres into one game. Let me know if there's something unique you'd like to see.   EDIT: One of the main differences between this and other games will be interactive dynamic gameplay. For instance, most strategy games have a player managing some kind of large entity, usually a country. This limits realistic dynamics from simple things like different ambitions to more extreme events such as revolutions. An example of how I want to make it different is that in Tactical Overload a player or two may create a state, but within the state could be other players running businesses, families, political parties, et cetera.