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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 doorstop

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  1. Just a matter of interest... How are the goblins attracted to shiny's? Are all goblins within a certain range of said shiny automatically drawn to it or do they try and satisfy a series of aims first. i.e. 1) Gain Entry to the Building 2) systematically search/ransack rooms in the building until 3) they catch sight of a shiny in the room/through a window etc?
  2. Why not have the cockpit view as standard, building in different 'Fly by wire' camera views as purchasable items.
  3. How about actually building your own ship, Im not talking your standard fill hardwear points with powerups. Actual piecing together of different units, positioning of thrusters determining rotational velocity etc etc
  4. Are you talking a Battle Royal style game? If you are i cant really see how you could seperate the island into multiple missions unless it was huge
  5. Take a look at the old UFO series of games, sounds exactly like what your aiming for
  6. Exactly, i think character history has a lot to do with any emotional attachment the player may feel. Anyone remember Cannon Fodder, at the start of the game youd jus throw in the troops not thinking twice, but once you got the same few troops through a couple of levels you started being more cautious and if one died my god youd be kicking yourself after, seeing characters grow from your actions gets the player involved with the character, im not talking MMORPG style development here thou, but more subtle things, choices that the player has to make and different paths they can take the character down, as apposed to repeating actions to boost stats
  7. I wish i knew the answer to that one, i could prolly make a fair amount of profit if i did. The problem with getting emotionaly involved with a game is that everyone will react differently to diffent aspects in game, for example, the game i got most emotionally involved with was FF7. Especially around the start of the game where it is completely story driven, because your in a way close to all the characters in game there is an emotionally response when something shocking happens. But apart from story involvement i cant really see a direct way the designer can have an influence on the emotions of the player
  8. To allow for balanced play between newbies and veterans with there own ships why not allow players to sign up for missions at spacestation. Where they are employed by the local authority to carry out patrol/convoy/escort tasks for example, where they fly a local authority vessel. This way they could gain points while still being able to take part in the world without being completely outclassed by veteran players with larger vessels. Players could use their acrued points to purchase/upgrade their own vessel just like veteran players without being at a disadvantage.
  9. if you dont think your going to have a huge range of options what about displaying them along the lines a a futuristic style of Head Up Display
  10. just a small note, have you considered how the length of the swing will be controlled. For example, if when you click and drag this mearly identifies a line in space which the swing will follow, where will this swing stop. If each swing is a set length then the character is going to look very uncontrolled as he advances with the sword swinging fully from side to side unless contact is made. Also this will lead to a level of clumsyness about the control system if the player wants to make a quick block and the sword moves to make a full swing.
  11. I agree with the lighting problem, the overall scene is far to dark. However i understand the feeling you are trying to generate here, so perhaps just increasing the range of a light source would allow the player to have a good idea of whats around them without turning up the contrast on their monitors while still creating the dark atmosphere your aiming at
  12. talking in pure physics terms the drag due to air resistance would be that small its hardly noticeable, therefor the x velocity is unchanged, the parabola is formed by the changing y value
  13. talking in pure physics terms the drag due to air resistance would be that small its hardly noticeable, therefor the x velocity is unchanged, the parabola is formed by the changing y value
  14. Ive got a simple scrolling demo in windowed mode to demonstrate a tiling engine, however when the window is moved over start bar the relevant portion of the window continues to display over the start bar until a full screen application is used. ideas please