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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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Hold on to your butts!

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Epoch Release 11 is on its way soon!

Lots of goodies (most of which I won't bother to list until I do the actual release notes) but it's going to be a good one I think. Overall things are just a lot cleaner under the hood, noticeably faster in the VM, and just plain more fun to write code in.

I hope to finish off a minimalistic editor based on Scintilla that will become the groundwork for Era, the Epoch IDE. That'll give me the benefit of escaping Notepad for editing Epoch programs, and introduce some rudimentary syntax highlighting and such that should make coding in Epoch even more enjoyable.

Main things left are some generic bugfixing with nested structures (reference-vs-value semantics get barfed on occasionally by the compiler, still haven't isolated the problem yet) and handle recycling, wherein it is possible to exceed 2^32 handles in the lifetime of a program without causing barfs. (Obviously it'll still be limited to < 2^32 handles simultaneously, but a program that can only do 2^32 string operations before crashing is a bit... crippled.)

Release 12 is going to be even bigger, and therefore will probably take roughly forever to complete.

R12 will see the introduction of true generics, actual namespaces, and quite a few of the parallelism goodies that last made their appearance in R9. GPGPU support is currently deferred again until R13 or later, depending on how things go, because it's a complicated beast and I'm still working too much on the language foundations themselves.

Anyways, there's your routine (and routinely boring) update on the world of Epoch.

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