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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 Acapulco

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  1. The Battletech/Mechwarrior universe had a nice reasoning for its relative lack of space combat: the extreme rarity of interstellar ships. Although there was combat in-system, the actual "jumpships" that could move from star to star were considered non-combatants. Take that to an extreme (ie, all spaceships so valuable that they can't be attacked), and you have a neat way of removing space combat altogether.
  2. This game type is generally called an "exception-based" game, as opposed to a "rule-based" game, in that there is a basic set of rules but overlaid exceptions break them, and the structure of the game is defined by its exceptions. The classic example, which was name-checked by Richard Garfield as a key inspiration for M:tG, was Cosmic Encounter. They can be extremely fun games with a lot of potential expansion (hence their popularity for CCGs), but they're tough to balance and design. There was a joke about the difficulty of making an online version of M:tG being down to the fact that WotC employed a department to keep the card game from crashing.
  3. Just like to clarify: my game will include several emblems representing several aspects of a central concept of the game, which is represented by a composite of the emblems in a big, over-arching super-emblem: is this ok?
  4. I don't think this ad is actively racist, but it is dumb. It's an ad that actively connects the colour of the product it promotes to the skin colour of the women in the adverts. It may not favour one race over another across the whole campaign, but it does say, "colour matters". The ad that's gathered all the fuss ("white > black") has done so, not because of slavery, but because this is a campaign specifically to promote a white model of a product that was previously only available in black. The "white > black" advert strongly implies that if you didn't like the black PSP, the white PSP is on the way - then ties it to an image where a white woman overpowers a black woman. I am offended by the insensitivity more than anything. Racism is such a touchy subject that if there's even the slightest risk your ad could be considered racist, you don't run it. I think it's telling that a rep for the marketing arm of Sony UK was immediately issuing distancing statements, making it clear that these ads will never run here. I understand these ads were run in the Benelux region. Holland in particular is a very sensitive place right now concerning issues of race, integration and immigration. The issue is not slavery, but current tensions between white and black people in the same countries, the same cities. It isn't founded on past injustices, but on current injustices perceived by both black and white people (not to mention Asian and Oriental people). In summary, it's a tasteless, crass, insensitive, provocative ad, without malicious intent but with potential to offend. It should never have run, anywhere, and Sony couldn't pull it a moment too soon.
  5. Formal hat-toss post. I was a bit uncertain as to whether I wanted to commit to such a thing, but I like the cut of the element's jib, and I'm in.
  6. Further to Benryves, never ever hire a car in London. The Underground will take you where you want to go. If you like galleries, all the public ones are free, including the Tate Modern; if you also like museums, they're also generally free and there's the Natural History (dinosaurs and similar), the Science (yummy gadgets), the Victoria & Albert (lots of relics from that period)... lots of free stuff. Shopping depends on what you're shopping for. Shiny mainstream stuff: Oxford Circus. Trendy fashionable stuff: Covent Garden and Leicester Square. Really out-there stuff: Camden Markets. There's no shortage of pubs, clubs and debauchery, no shortage of that but your tastes will guide what I suggest! I like the idea of a pub crawl if it's organised.
  7. None of those cards were unfair. De Rossi elbowed McBride in the face; Mastroeni went into a tackle with bothsets of studs showing. Both are straight reds these days. Pope's first booking could/should have been a red, as the Italian would have been clean through on goal. If Pope is adjudged to have fouled him, then it should be a red. The second was a fair booking too. Didn't one of the US players say it would be a war? Looks like they got one.
  8. This forum has a bunch of suppliers in its links section, but most of them seem to be trade suppliers: http://www.bgdf.com/modules.php?name=Web_Links&l_op=viewlink&cid=7 Also, Cheapass Games used to carry some spare bits and bobs, but I think they've shifted their sales stuff to Paizo. Maybe they can help?
  9. Quote:Original post by Sneftel Quote:Original post by Acapulco They designed the machine with a possible "cut", but I understand in the end the shot was done in one take. The intended morph stitch is when the oil filter rolls along. Not quite. Watch the floor while the muffler is in motion. There might be a little flicker there... it's hard to tell in Google Video, but it does look like there is a cut. I'll give you that one.
  10. Oh, go on then. I'll have a little rumble.
  11. Quote:Original post by Sneftel An oldie but a (really) goodie. They could have done it so easily in Maya in three days, and they didn't, and that shows extreme amounts of moxie. Quick challenge (not too hard, if you know what you're looking for): The video has exactly one cut (not counting the logo at the end). Find it. No it doesn't. They designed the machine with a possible "cut", but I understand in the end the shot was done in one take. The intended morph stitch is when the oil filter rolls along. I loved that ad when it aired over here. My dad used to be a car mechanic, and it was fun hearing him name every part as it rolled along.
  12. Dead Kennedys - Short Songs. It won't take nearly as long as any of the Sigur Ros suggestions.
  13. Considerably Less Fighting.
  14. Quote:Original post by Maega Quote:Original post by Daerax That guy should stick to gymnastics and martial arts but should to stay away from breaking; his flares and 1990s are not very good. But his flips are amazing. Quote:Original post by fisheyel83l Just because they don't play fight in a dojo... Funny. Those aren't breaking moves. That's Capoeria. No, there's definitely some breaking early on. It's not very tight but it still looks quite cool. He's a very good acrobat, I'll give him that - the back somersault while running forwards is impressive, though it's very loose.
  15. Ben, you're fired.