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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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No, it isn't dead!

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A couple of people commented about Epoch on my last entry, specifically wondering if my recent move and change of career direction had any negative impact on the life of that project.

You'll be happy to know (I hope) that Epoch is far from dead. There may be a bumpy period of adjustment as I settle in to the new job and figure out exactly what kind of spare time I have available, but I fully intend to continue working on the language as much as I can.

In fact, over the past few days, I've used some of my downtime to great effect, and fixed a couple of lingering bugs and gotchas in the compiler and VM. It remains to be seen whether or not I'll be able to get Release 11 out in the next few days before I start work, but I'm certainly pushing in that direction.

One thing I started on early that I wasn't necessarily planning on doing until much later is the debug hooks in the VM. This currently is limited to taking snapshots of the active pool of string variables in memory for a running Epoch program (which I used to help fix a problem in the way string handles were allocated in long-running programs) but there will be additional functionality later on. The idea is that this set of hooks can be used directly from the Era IDE to provide full interactive debugging of Epoch software from within the IDE itself. Right now it's all a bit hacky and ugly, but as time goes on things should get much more fluid and cool.

R11 consists of a huge number of small fixes and improvements; I will compile a full list from the official bug database for the release notes. I'd mention some highlights here but I frankly can't remember half of what went into the release at this point, so if you're really all that curious, head over to epoch-language.googlecode.com and check out the issue tracker for a list of stuff tagged for shipping in R11.

For now, I think I'll take the rest of today to work on various bits of random coolness and polish, and then put together the final release tomorrow. That should keep me busy until I officially move into my new apartment on Saturday... and then of course I start work Monday, so that caps off my week rather nicely while leaving a day in there to relax one last time before going back to the grind.

More updates as things develop!

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