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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 this blog

A rusty programmer tries his hand at a new platform

Entries in this blog

LennyLen

Prototyping has Begun

I managed to squeeze some time in this morning to start working on the Allegro 4 prototype for the game. I want the final game to have a potentially infinite length, so what I have done is created a background bitmap that is three times longer than the display. Initially, obstacles and flags will be drawn to the entire background.

Once the game begins, a camera object moves from the top of the 'first' page to the top of the 'second' page. At this point, all objects are moved up the bitmap by one display length. Any objects that are now off the top of the bitmap are removed from the game, and new obstacles are created for the new 'third' page. The camera is then repositioned to the top of the first page. This process will be repeated until the game ends.

Here's a YouTube clip to demonstrate:

LennyLen

Project Introduction

Introduction



It's been a while since I did any serious programming, as I have a very time-consuming job. But since I bought myself a new Nexus 7 tablet, I've been finding myself wanting to develop games for it.

Not only will this be my first real Android project, it will be my first Java project (most of my experience is with C, and some C++ and C#).

I'm keeping this journal for two reasons. Firstly to keep track of my progress and help keep myself motivated, and secondly to hopefully help anyone else who finds themselves in the same situation.

The Game



The game I've chosen to make for this project is a skiing game based on a BASIC game I had on my Atari 800 when I was a kid. The premise is simple - avoid obstacles and last as long as possible. Points are awarded continuously over time (the faster you travel, the more points you accrue) for just surviving and extra points can be earned by skiing between sets of flags,

The control scheme I intend to implement is to steer by tilting the device to the left or right and controlling speed by tilting backwards and forwards.

Development Process



I will probably prototype my ideas using C/C++ and Allegro 4, as it is what I am familiar with. At the same time, I intend to learn Java and LibGdx to write the game itself. At a later date, I hope to start using the Android port of Allegro 5, but I will wait until it is more complete before switching from LibGdx.
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