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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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7th day!

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Wow, it's been a week since I've started the blog. My personal hygiene went down the drain, my social life is nonexistant - every free second I spend in front of computer, trying to uncover mysteries of Nintendo DS.

Today I managed to get sprites running on both screens, but I still don't completely understand mechanisms that govern their existance in memories, and trying to move them between main and sub screen is a guess work. Nevertheless, I did it:

I managed to display 3D screen on one with a textured quad, and background + two sprites on the other screen. Really complicated shit. Sprites are unanimated so far, that'll be the task for tomorrow.

Since I am programming on DS for whole week now (well, theoretically only 6 days, as my 1st day on blog was without any coding, but who cares), I figured that I'll celebrate it by making simplest game possible. Obviously, that's pong.

It's the single player version where you only keep the ball from falling behind you and gain points for each bounce off the wall. I'm thinking about using this game as a template project for usetesting all elements of the game engine I'll whip up. Remember that so far I'm only studying the DS lib, no 'engine' per se has been constructed yet.

Also, from Evil Steve's journal I stole the idea of keeping my progress in neat list. Check bottom of my blog to see it.

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Hey. Just my $0.02, but I reckon its better to have the progress list at the top, that way people don't miss it and don't have to scroll past all your previous posts to get to it. Looks good otherwise tho!

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Following on LachlanL's advice, I'd make the list less... long, and give it more collumns instead. If you put it at the top as it is, it shoves your journal entries way down. Not very nice.

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Hooray! There's someone else who's used my style of Todo list, but I can't remember who that is.

And I stole the idea from someone else and just restyled it [smile]

I'd also vote for sticking it up the top, it's too easy to miss otherwise, as others have said.

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