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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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Down, But Not Out

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Wavinator

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Sincere apologies to anyone who still checks this journal from time to time for the lack of updates again. I was down with crashed hardware for weeks, then got injured at work in the most unbelievably idiotic accident of my life-- my chair caught on a floormat and dumped me (yes, ladies and gentlemen, that's right... I somehow managed... to fall... out of a chair... obviously I'll be attending remedial "Sitting 101: Philosophy and Methods"[rolleyes]).

I think I sidestepped a fractured tailbone and lower back injuries, but won't know for sure until I get my X-rays back this week. Honestly, it would be hilarious if the past two and a half weeks hadn't been pain soaked exercises in what it will one day be like to be elderly (like the 2 minutes to tie my shoes or get into the car... a real laugh riot[rolleyes])

Anyways, FWIW, I'm feeling a lot better and getting things underway again.




Straylight Update

Make that 78,967 ship names. [grin] I'm almost done. Some random examples: Princess of Alula Borealis, Guardian's Lore, Mysterious Veil and Sojourn's Reach.

I've just got to finish up the pirate, ethnic and mythic names before I'm happy. Right now it looks like coming up with about +100k will be a snap, and with procedurally generated ships, will really be a subtle way of expressing the sense of a large and varied galactic society.

  • Status Effects: I've been working to finish up the basics of code for procedural status effects. The core idea is that you can be affected by a wide variety of forces via technology or spatial anomalies, some of which span light years. If I can figure this out, you'll be able to negate or take advantage of these effects as you encounter them.

    As usual, more later...

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    The name generator is really awesome. The one I had going for Sunrise was like "XG" + "135" or "Kav" + "ee" + "nia". Garbage compared to your little weighted linguistic system.
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    Wow, now I'll have to resist starting a procedurally generated name algorithm of my own; it seems like a really cool little project. Are the names different enough so it doesn't seem obviously algorithmic (i.e. there aren't likely to be a whole flotilla of spacecraft called Pride of X for different X).
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    Thanks for the feedback, guys. I really encourage you to experiment with procedural naming if you're thinking about it. It's fun!

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    Are the names different enough so it doesn't seem obviously algorithmic (i.e. there aren't likely to be a whole flotilla of spacecraft called Pride of X for different X).


    I think the names are pretty different, and one thing that really helps is sheer volume. For instance, take the ship name "Black Flame." There are about 203 "Black x..." shipnames currently (Black Dragon, Black Bounty, Black Ice, etc.); there are also 503 "... Flame" shipnames (Sirrah's Flame, Serpent Flame, Valiant Flame, etc.)

    The chance that you'll encounter a ship with either of those two words is pretty low, although the odds will change according to the action you're seeing. Right now there are more merchant ship names by volume than anything else, which is probably how it should be. But I worry about eating through pirate names, which you'd expect to happen because of their necessary mortality rate (if the player's playing on the good side).

    And I haven't even begun on ethnically correct place names, nor done much more for alien place name generation... yeesh [smile]
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    Your Straylight project seems very interesting, any more progress lately?
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