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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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I cheated...

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ObsidianBlk

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Made a few additions to the Archetype engine. Added a very rudimentary display class for opening up an OpenGL window using pygame, a set of vector classes (2D/3D/Quaternion), and improved BinaryFLO's compatibility as a file-like object by adding some of the read-only attributes.

Of course, I cheated a little. For the vectors, specifically, I rummaged through an old 3D project of mine... another library I was working on that wasn't really going anywhere (no focus, unlike this new engine)... and extracted from it, the vector classes I had designed for that project. Looking over them, I have to admit, I like how they had turned out, but the point is, three nice new classes (well, technically 4, but the 4th is a base class) and they were more or less no work to include. That's not to say I didn't do any work at all. I cleaned up a few methods... or dirtied them, depending on your point of view... and enhanced attribute access (long story), so, some work was actually done. I still need to design unit tests for these classes, but, my state got over a foot of snow today, so, I won't be writing those tests right now.

I'm also trying to find myself several good sources for OpenGL programming, especially pyopengl. I have a couple of OpenGL books on my bookshelves, but most of those are almost a decade old (yeah, I've been lazy... and broke) and so they're a little out of date. Good enough to get the basics started, but I think my engine will need a little more than just the basics to be worth anything :)

So, readers, how's my blog doing? Still of any interest? :D

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Since I'm developing a game in Python, I'm definitely interested in this kind of thing! I'm new to your journal/project so is there a good place to read a summary of what the project is?
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[quote name='Ezbez' timestamp='1294934191']
Since I'm developing a game in Python, I'm definitely interested in this kind of thing! I'm new to your journal/project so is there a good place to read a summary of what the project is?
[/quote]

Actually, this was only my sixth or seventh post about the project (or in my journal, for that matter), so it's pretty easy to catch up on my flow of thought.
As for the project itself... basically, I'm attempting to develop an Aurora-esk game and engine. Aurora was the engine written by Bioware that was used in Neverwinter Nights. Right now, though, the "engine" is really only a sparse collection of classes. Nothing major at all yet. Soon, though.

If you're interested in watching the engine develop, you can see it (and even copy it, if you'd like) from [url="http://gitorious.org/archetype-engine"]Gitorious[/url]
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