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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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Unicode and Error Handling and Other Stuff

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During my latest session of GUI programming i have been working out whether or not to cater for multi-byte as well as Unicode. Unicode is pretty much a must nowadays, especially for me during this project because i want to support multiple languages in the GUI.

The conclusion i have arrived at is both multi-byte and unicode should be supported. This is because of the multi-language support and also because the GUI is targeted at beginner programmers who may not be fully aware of what Unicode is.

Error Handling
As well as all this unicode business i have also been working on the error reporting and handling procedures. I have decided, with help and advice from others, that the best way of doing it is to always report an error via a code to a GUI-wide first_error variable. This allows easy retrieval via the accompanying function:


Along with this i have also provided the method:

-UseExceptions( bool val )

This allows the user to specify whether they wish for exceptions to be thrown on top of the normal error logging. All exceptions thrown are of type GUIException, which is derrived from std::exception. GUIException is given the description of the error.

Other things
I have devised a system where, as a pre-build step for the library project, i run another small program. This program takes a text file that contains a listing of all the error codes along with brief description and writes a pair of C++ files, errorstring.h & .cpp. These then get compiled into the GUI library and contain an array of std::string's along with a function for accessing a string at a given index. This enables me to provide a reference to the user of all the error messages and their associated codes and at the same time keep the library code easily updated with the latest error messages that have been added. The user can also 'look up' the description associated with an error code by using the method:

-GetErrorString( Int code );

To Do
- Error logging to file or otherwise
- Geometry instancing code
- DirectX Renderer
- and lots, lot's more

Well that's all for today!


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