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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 Nabisco

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  1. Thanks for the replies everyone, that's given me something to think about. I'll let you know how we decide to set it up.
  2. It sounds like it's more of an art than a science, judging how quickly players should get awards in the first days, then first first weeks, then first months etc.
  3. Thanks for the speedy response folks.    Orymus3: Good question. The levels are used to unlock badges, for example reaching level X unlocks Silver Achievement Badges (to collect). No doubt they'll be used to compare one player to another. We may decide to use them also for exclusive tournaments and other promotions, but this has yet to be decided. The idea is that they're an indiciation of your loyalty/activity on the site and not a ranking (ie, I'm a higher level than you thus I'm a better player). Hence you get XP even when you lose a hand, if you've been involved in that hand; and you get XP for simply registering to play in a tournament. There's scaling there, so if you're playing in a higher stakes game or a tournament with a bigger entry fee, you'll get more points.   Mippy: I agree with your analysis, I think the exponential progression curve fits this nicely, and gives a good flow.   One approach might be: So perhaps day 1, you should be easily able to move up to level 2 or 3, then each day after than 1 level for the next 3 days, then maybe 1 level every couple of days, until it settle to 1 level per week, so a player active every day could hope to get to maybe level 75 after a year. Is that the kind of reasoning you think works?
  4. New here, so jumping in feet first with my question...   I'm developing a leveling system for a poker game. Players earn XP as they play (each time they play a hand, win a pot etc) and they move up the levels based on their XP. We've already figured out how calculate the XP and the level ramps , which will be based on a classic exponential growth chart.   The question really is how to pace the progression. We've already analyzed historical data so we can predict what pace players will move through the levels, so it's really just a question of deciding what's the optimal pace.   For example, we could start with 50 levels and set it up so that the most active player will reach this in say 3 months. Or we could set it up with, say, 100 levels and have tit so the most active players gets to level 100 in 12 months.    Once the top level is hit, say it's level 50,  we could wait until, say, 10% of active players have reached it, before adding another X levels and just continue doing that forever.   Anybody have any advice, tips or things to consider when tackling this? For example, are there any established rules to help ensure the pace isn't too slow or too quick?   Thanks! Nabisco