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      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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Choices.

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_the_phantom_

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After posting a pondering on facebook with regards to the gameplay of an old Half-life Multiplayer and if it would work in 2D I had a short conversation with the friend I worked on that game with which has led to me agreeing to work on Secret Project #28 with him.

This is a good thing; despite programming all week at work I do like programming in general (handy, because it's one of the few things I'm truely good at and about the only one I can get paid for *chuckles*) and I'd like to get some stuff done in my 'off' time in order to work towards escaping the game industry; mostly because I'm not cut out for this work lark but I digress.

The choice however comes down to that of what technology to use and this is where I'm torn; where there are indeed some areas of game development I don't want to stick my head into due to lack of experiance (such as a networking, physics and to an extent sound) there is something of a draw about building the rest + the graphics section on my own instead of using a pre-made 'engine'.

At the same time, while I would of course apply YAGNI to the development process, I'm torn by the fact that I will end up working on 'fluff' before content just to get the content going and getting the content going would seem to be an important part of the process.

At which point you start looking at engines and well... yeah. The main problem here is that I want to use C# for this, I see enough C++ during the week, but there seems to be a lack of C# engines knocking around at which point my brain cycles back around to 'well, just write a damned engine then' and around we go once more.

What I'd LIKE to do is take a look at Unity, while not what I would call 'cheap' as such it does handle everything the game would need, give automagic crossplatformness at which point the GBP800-GBP1K price tag for the pro could be very much worth it, plus all the editing is in C#. This does mean sitting about the doing nowt until they release the new version which allows you to use it with Windows however, which I suspect will be at some point during GDC09, or over a week from now.

Of course, if anyone has any suggestions for an engine which supports 3D (DX prefered), written in C# and either has physics, networking and sound or allows other stuff to be plugged it then that would be nice to hear about.

Maybe I'll just do it from the ground up anyway, it's something todo after all... I'll sleep on it.

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