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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.

Deadghost GreenGrass

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  1. A new more stable beta has been released! Check it out! http://www.mediafire.com/download/9jbk7w7319yc85w/Fabula_Mortis_Beta.exe   Cheers!
  2. We are up on steam greenlight! Everyone please vote for us and then get all your friends to vote for us too! :) http://steamcommunity.com/sharedfiles/filedetails/?id=193205085 We also have a new trailer for you guys, watch it directly here or just watch it on steam greenlight page. https://www.youtube.com/watch?v=h4OZI-otwJw Cheers!
  3. Hmmm, I'll send this to the programmer. Well, showed it to the programmer, he just said "I have no idea" :/
  4. Open beta release! (but ingame it says alpha for some reason) http://www.mediafire.com/download/puqm088yjpch04f/Fabula+Mortis+Open+Beta.rar Yes there is alot of kicks and bugs and what not, I'll try to have a server up and running all day so just jump in and give it a go! Characters select screen: K Scoreboard: F1 There's one problem, when a game ends all get's kicked out ot the main menu, just rejoin the server :)
  5. Ofcourse, but luck has no place in a tactical game is what I am trying to say. Crits on the other hand is not luck per say, because you can counter it with say armor. Let me put it like this, it was not luck that made it so easy for the German army to enter France so easily during WW2, it was because of the stupidity on the French side (look up "Maginot Line"). What I mean with this is that people may say "oh they were lucky!" but no, it's never luck, it's always the stupidity on the opposing side that leads to the so called "luck".   Another example. It's not luck if you manage to kill a sectopod in x-com with one blast from your heavy plasma, it's was the choice by the commander to arm all the soldiers with heavy plasma, he or she made his or hers own luck. What im trying to say is that everything that happens in battle, success or failure, should always, 100% of the time, be the commanders triumph or fuck up, never "just lucky". I think I spinned of alittle to much there . Cheers!
  6. Here is an old weapon test video. http://www.youtube.com/watch?v=-jIplaWY_IA We will have a finished trailer up in a couple of weeks. More weapon renders:
  7. You never enter the gaming development world with eyes on getting rich, you mkae games because you love it. If you can make a living on it, good for you! But you have to put that as a secondary "objective". Yes, making games cost money, alot of it, it's a sacrfice we do as developers. If you are only after the cash, enter a business school and educate yourself to something fancy and join EA Games as a Production Manager, they don't know shit about games but they make alot of money :P
  8. 1: Never force the player to buy something just so they can keep up with the competition, everything in the game that changes gameplay, the player should be able to get by just playing the game and not spening a singel cent on it. You want to make the player want to buy something not force them. 2: You can use commercial ingame to make money instead of ingame purchases. I can't recall I have seen this in any game that is not a mobile game so I really can't say that it will work. 3: To make people "fanatic" you need them to be coming back every singel day to play the game. Here the balance in the game comes in. You do not want to make a chess like game with perfect balance because then you won't need to balance the game. Why do you want to make balance changes all the time? Because that require patches, people love patches and people love when a game changes the meta, because then they can discover the new strategy that work for that patch first. Extra Credits talks about this in one of their videos, worth a look. http://www.penny-arcade.com/patv/episode/perfect-imbalance Cheers!
  9. If you plan to do this with a team I would recommend you to make a smaller game first, just to get a feel on how to manage a team and get an understanding how tedious it is to make a game. Unity and UDk are both great in making  mobile games, you should start there. (or do as I did, do a PSP Mini game, you just need to get your hand on a PSP devkit and a programmer who is ready to tackle the shitstorm that is playstation programming. Good luck ^_^) Cheers!
  10. Economics dude, you need to have a good economical plan, even if you are just doing to try it out, as soon as you bring in more people from the outside you need to have your economics straight. Producing a game is so fucking expensive you don't even know, atleast if you want it to look like a AAA or a AA game. If you are doing it completely solo on your free time then just go for it, follow what all the other awesome dudes here has said. I wish you the best of luck. Cheers!
  11.   This implementation sounds more like resource management. Further explanation, if you replaced a dead character with another which could perform the same or similar duties then it will not have the full impact of a permadeath.   A permadeath would imply that when a character dies, not only are they never coming back, but the player has lost something they can feel emotional about. Possibly ending the game right there. It is popular among hardcore players who like punishment or extremely unfair challenges.     Well, as I understood it the characters will level up and if they die you will lose a high level hero.
  12. I like the small number and "staticness" on the lower levels but I really believe that the luck factor can totaly fuck it up. When you are dealing with these small number tactics will play a huge role in combat, adding luck to that will only make the players frustrated. Thats what happened to the first game I released on PSP Mini, it was a slow turnbased tactical combat game with long, LOOOONG fights and with close to perfect balance (almost like chess). But we had a attribute called luck which doubled everything in the game if you rolled it when doing a action, it could totaly shift the power from one player to the other even if the other player had total dominance for the majority of the game. Sure it was fun when we were developing it, screaming curses at each other when someone lucked out, but the more we played the more we found out that it was more frustrating then fun.   There is a reason they removed dodge from League of Legends Cheers!
  13. Please tell me you will add permadeath to the characters :D Seriously though, only combat in a TACTICAL game is awesome, and with the awesomeness of permadeath the game can kind of become a rouge-like-combat-survival-oregontrails-you-will-die kind of game. WITH LEADERBOARDS! Cheers!
  14. When it come to "loan" from other game, it's not that bad, just make it your own. If you look at succesful games it's never about who does it first, it's who does it best or who brings it out to the mainstream. The wheel has already been invented, try to make it "rounder". If you try to make a new wheel it will probably come out square, only hippsters uses square wheels. But what do I know, you might be a design God and prove me wrong ^^ Back on mian topic. What I love in strategy games is when you get a connection to your units, like X-Com. If you try that but put them in a large scale army it would be cool, but I don't know how to make the player feel a personal connection to the soldiers if you have hundreds of them :/ If you want it to be more then just a resource gathering game (even if you have hundreds of resources) I would recommend you check out Crusaders Kings II and look how they have done their diplomatic system.   My 2 cents Cheers!
  15. Really nice pixelart man, gonna check it out!