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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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My kingdom for feedback...

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So, guess what I'm going to talk about today!

Are you bored of this stuff yet?

  • Integrate new features with the assembler and bytecode systems

  • Fix some bugs in nested response map support

  • Complete code review of all example programs to ensure they use the latest syntax and features

  • Type validation for structure/tuple initializers

  • Type validation for nested structures

  • Examine possibility of factoring out NumOperationsForParam in favor of CountTailOps

  • Exception safety in ParserState::CacheTailOperations()

  • Exception safety in ParserState::FinalizeInfixExpression

  • Organization in ParserState.h

  • Type safety for nested structure l-values

  • Update documentation in Grammars.h

  • Organize ActivatedScope class files

  • Organize ScopeDescription implementation files

  • Examine possibility of combining byte-buffer and string pools into a general pool class

As you can see, the code review turned up a few new items that need to be taken care of before I consider R7 clean enough for general consumption.

Thankfully, most of the items are small and can be done easily in my evenings and weekends. With any luck, R7 should be out within a week. (Yes, shock horror, I just gave an estimated release date.)

I decided to ease up a bit on the code review for two reasons. First, I could be anal retentive about things for months, and never actually ship R7; clearly, this is kind of a dumb choice. Secondly, I think it's important to get R7 into real-world usage testing ASAP; so you guys will actually be able to find all the problems that I've missed [grin]

As soon as R7 goes live I'll be updating the Epoch language site and posting a general RFC thread over in the forums. I'm hoping to garner some real feedback to help guide the development of R8, so if you have any interest in Epoch whatsoever and can spare five minutes, please give it a shot and let me know what you think.

There may or may not be cookies involved for those who actually respond to the release of R7.

Think about it. Can you afford not to check out R7? I mean, cookies are at stake, man! Think of the children! Or whatever.

For now, I'm off to not work on Epoch, because I really need a break. I'll be back on the job tomorrow evening.

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