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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. Have you tried looking at games where skills and abilities are tweaked during the game as a reward for advancement, rather than at the beginning?  Personally I prefer this; and the same goes for appearance customization.  It's just not good game design to front-load all customization on the beginning of a game.
  2. Games that are great fun to play but look bad are the kind where you build a core fandom and kickstarter better graphics for the next version.
  3. Studying screenwriting or writing for comics/graphic novels is a good place to start learning how to write a game script.  Story by Robert McKee is a book you could read - here's the amazon link, or you may be able to find it in a library: https://www.amazon.com/Story-Substance-Structure-Principles-Screenwriting/dp/0060391685/ref=sr_1_1?ie=UTF8&qid=1491076166&sr=8-1&keywords=story As far as your concept, I actually think that's the weakest point.  We can teach you to improve your writing skills, but teaching someone what makes good content is a lot more challenging.  I still would like you to describe your goals and motives in writing this story.  And I'm quite confused where you are seeing comments saying the story is fine.  I'm pretty sure we all said we didn't want to read the whole thing and thus were unable to evaluate the story.
  4. What about chemical weapons (or nanobot goo) designed to eat the hull of a ship or disable an engine?  They would probably fall under missiles. A small computer probe intended to hack into the computer systems of an enemy ship might also be a thing; maybe hacking is only effective from close range because they can use the ship's wireless or physically cut into a light-transmitting data cable.
  5. I really like having an illuminated keyboard, makes it way easier to write at night.
  6. It doesn't matter, as long as it can export transparent images of some type that your game can use as sprites.  I'd probably use Inkscape out of personal preference, but there's no real benefit to doing so since tetris pieces don't have their own animations, nor do you usually need alternate-color versions  Gimp would do just as well.
  7. I also didn't like the cover image, but I would have ignored that as far as a book goes.  (I do regularly read furry fiction, just to establish that.) The reason I wasn't interested in looking at it even as a free book is the way the summary makes it seem to be aimed at quite a young audience, and I find that a lot of YA material is just terrible.  What the summary said about the content of the book didn't encourage me, as neither the setting nor the main character sound appealing.  I have to wonder why you wrote this particular story.  Even if you specifically wanted to write a story about anthros, and a non-sexual one at that, and even if you specifically wanted it to be YA too, there are many more interesting stories there that you could have written.  If you want to describe your writing goals and motives, I might be able to make a more constructive suggestion.
  8. I'm also fond of vector graphics, they are well suited to a simple cartoony style and can be combined with pivot animation.  Inkscape is a free vector graphics program, though you need something else for animation. Alternatively you can buy premade sprites and save your time for other aspects of game development.
  9. Strange survey - I can't imagine why the player's career type is relevant, unless the first few pages of the survey are just a standard form used for other surveys also.
  10. Thank you very much for your reply! Yes, I have a problem with this, cannot find a good colour to shade skin.   You should choose a color that  matches the light in the picture.  Like, if the light is yellow, use yellow, and if the light is orange, use orange.
  11. The only thing that strikes me as a problem here is that the use of gray for shading is screwing up your color palette, so they don't really pop, and in some cases look a little ill.  The clearest example is the woman with the mechanical leg - those gray shadows on her skin really don't look good.  The shapes of everything look good.
  12. Aside from the fact that this is the wrong subforum, trying to make 6 writers work together would be like herding cats, haha.
  13.   Let's assume I go that way. It would solve the issue of procs scaling differently based on the "base cast-time" of each skill but it does not prevent items/talents/buffs and slow/fast weapon to make the proc scale too nicely with things that improve cast speed.   Here is another question - how long does an enemy live?  What if you limited a proc to occurring once per enemy?  Would that negate cast-times as an issue?
  14. My personal instinct is that the player should have to assign (equip?) the proc effect to one ability, because it would be boring and confusing if different attacks could cause the same proc.  It would be different if i were something where the player was controlling a whole army of units, but if this is the player controlling 3 or fewer characters then procs should not be character-wide.  Then, you can adjust the proc effect when assigning it.
  15. I did the survey, but, I don't think the results of this survey are going to help you much.  These are the kind of decisions that a game dsigner should be making for a project because the various little decisions need to add up to a unified vision. If you think you have a designer, tell them to take this linked document, replace all occurrences of the word "pet" with "tank", and then try to read through and do the fill-in-the-blank exercises. https://www.gamedev.net/resources/_/creative/game-design/developing-your-game-concept-by-making-a-design-document-r3004