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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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Dev journal update

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I've updated the dev journal on my website here. (Main page here.) I suppose it'd be a good idea to write a bit of synopsis for those who don't want to read all the details in that journal. (Am I writing a journal about a journal?)

Back in May 2009 I realised that I miss programming my own project. Inspired by rouguelikes and figuring that it should be a simple matter to throw one together with the bits and pieces of code that I have laying around, I started having fun generating random mazes. When I was happy with what I had I started to put critters in the maze and had them move around randomly. That's about the point when I went off on a tangent probably never to return the project to becoming a completed roguelike. But I didn't care.

Critters needed some basic AI. I came up with a system of drives and actions. Critters needed to eat plant material sitting around from time to time and they did so when the hunger drive reached a certain level. I figured I was about ready to try to create some sort of hunting behavior. That was about 3 months after the project began. Over a year after that (December 2010), I was finally able to consider basic hunting behavior to be working. Though it could easily be argued that it isn't really hunting.

With the hunting behavior sufficiently working I was finally able to move on. And those next steps are what the recent journal entries cover. The more recent entries include thoughts about wrapping up this project and starting something new. Not abandoning all this work so much as beginning a new project that's more of a game than what I have at this point. I'm going back and forth on what it should be and look like and I haven't made a decision just yet other than that it's time to get a player character onto the screen that can walk around the world a bit.

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Wow, this game looks very...interesting from the screenshots. [img]http://public.gamedev.net/public/style_emoticons/default/wink.gif[/img]

What is your timeline? Is this a professional for-profit project or an indie side project?

Best of luck!

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Thanks. Yeah, maybe the screenshots aren't very clear about what they're showing. They are supposed to be different overhead, data layer views of a cavern maze. It started out with rectangular rooms being randomly positioned and connected with streight corridors. When I had that working somehow I got the idea that maybe the rooms and corridors should be more roughly shaped.

There isn't a real timeline and I'm the only one working on this so that'd make it an indie side project. But I would like to have a close up view of the player character walking around in the cavern maze by the time this project hits its second year and have critters in the background driven by the functionality I've been working on for the past year.

This project started when I remembered how good it feels to program when you're not feeling constrained by other people. Sortta like being in the middle of nowhere running as fast as you can, wind in your hair, no need to be accountable to anyone. Not even to my own rediculously high expectations of what the end result should be. Of course one day I'd like to sell some copies or otherwise have it out there for the world to see but more importantly, I want to have fun working on this project.

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