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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 rogerdv

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  1. Take a look at Tomes of Maj'Eyal. It does a good job on that: there is an story somewhere, but most of the time you are too busy trying to get levels and items to fight the last boos on some dungeon to notice that almost everything you do is a step in the Big Plan. About your specific question, I think your ideas are great, and they work. Perhaps you can add some variations, like finding 2-3 items to assemble a single, more powerful one (maybe required to advance the main plot).
  2. Im writing a series of articles about RPG design in my blogs, and I would like to hear your opinions about what I say. Here is the first, about designing the first quests in open world games, and the second, about the awful quest design in Mass Effect: Andromeda. Feel free to criticize or contribute with your own ideas. In case you can read spanish, the you can find the original versions in my spanish blog.  
  3.   Sorry, I think I didnt expressed clearly. My question is if I have no other way than ads. But Hodgman reply has been clear enough.
  4. Im finishing a little game I plan to release for Android and PC, and Im considering how to get some profit from it. I dislike the idea of selling any advantages inside the game, as I think that the game demands to offer the same opportunities to all players so they can compare their results (thats why Im not using procedural levels neither). My first idea was to sell it for a small price (0.99-1.99) if the demo had some success, but my cousin, who lives in UK, says that nobody pays for games anymore, and indeed Google Play is full of free games. Not sure if in-game ads could be the solution, I think I have some margin to place ads in the transitions between levels. I hate disrupting gaming experience, but if players dont want to pay...
  5. Excuse my delay. I think that the difficult depends more on the game design or idea, rather than if it is 2d or 3d. But maybe 2d assets are easier to find (I found a pixel artist quite easy for my project a week ago here in the hobby classifieds forum).
  6. Im trying to do a remake of an old MS-DOS game (see the video of original game here), most of the code is already done, but I need a pixel artist to provide two animated characters and some icons. This project is indie, so I cant pay and probably I will release if for free, so I can only offer to put your name in the credits and a share of the profit if I decide to sell it.  
  7. You can use Unity3d or Unreal. Check my video of an isometric like camera in 3D, using unity3d. Cant say if 2D assets are harder to find that 3D ones, but at least in 3D you have access o nice particle effects.
  8. I tried to run unreal on a desktop PC, 2nd generation I3 without video card and 4Gb ram. It was like a turtle pulling a truck. I wouldnt recommend a laptop, as Unreal requires a quite large screen, but if it is mandatory, get one with at least 8gb RAM and AMD or nvidia gpu.
  9. After a long research, I managed to implement a way to switch body parts in my RPG project to equip items like gloves, boots or armors. The process involves copying the bone info from a primary skeleton without geometry, to the required meshes. Thus, I can build characters from body parts, and switch those body parts as required. But I decided to test the Mecanim Humanoid system, and found that it is incompatible with my procedure. Also, the ragdoll system seems to be incompatible also. So, now Im looking for some new approach to solve this problem. First I thought to reimplement the item system in a way that it only requires attaching the geometry, without switching, but then I noticed that it wouldnt work for gloves. Is there any way I can transfer the animation info from the main skeleton to the items skeletons, while using Humanoid system?  
  10. Unity lacks SSS shaders, and you must buy them in the Asset Store. The cinematic editor is not part of the main installer, but another one you must download from Asset Store.
  11. I'm not quite sure what you mean by "lip synch" though, could you explain that to me a bit further?     Lip synchronization sinchronizes the lips of the character model with the speech.   Ok well that is definitely something else. That's not part of the package. That would be part of a Text to Speech solution     Well, if Im not too wrong, in a game would be more useful to synchronize prerecorded speech from dubbing actors with model's mouth. I dont think games would be using text to speech anytime soon, at least until voice synthesis improve a lot. Notice Im talking about games here, maybe Text to Speech is a valid solution in other environments.
  12. Speech recognition is not required, you can use it without it. But I've been doing research on it for quite some time, and I think it will be used more often in VR worlds.  If you want to know how the dialog editor is setup, just download the code! I've made sure to heavily comment everything. It's not a finished product yet, but you can learn how it is made (I hope).   I'm not quite sure what you mean by "lip synch" though, could you explain that to me a bit further?     Lip synchronization sinchronizes the lips of the character model with the speech.
  13. Sounds interesting, Im dealing myself with the need to implement a dialog editor, but my modest knowledge is not enough. Just a question: why is speech recognition required? I would appreciate much more lip synch.
  14. Excellent! Ill keep an eye on it, although I prefer more integrated solutions (like Unity/Unreal), due to efficiency issues.
  15. You should include some clarification about license. I guess that it is going to be commercial, isn't it?