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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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Updating to VS2010

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Jason Z


I have wanted to update to Visual Studio 2010 for Hieroglyph for quite some time. Ultimately, several people asked for VS2010 support on the codeplex website, so I finally took the time to convert the projects from VS2008. That, plus I had a long layover when flying back from Spain, so I had to do something... (as a side note, developing on a netbook is somewhat less than optimal).

The Visual Studio 2010 IDE has been on my development machines for some time, but I haven't really used it too much until now. I am actually quite enamored with it, and I like the way that certain things have been improved. For one, the minimal compilation error highlighting is a very nice addition - I like it much better than the eclipse style highlighting, which basically turns the whole screen red as soon as you start typing a new line of code...

There was a little extra work needed to set up the include files and directories, since they now have to be performed for each project file instead of once for the complete IDE. With the removal of the boost dependency that I mentioned last time, the only requirements to build are to have the DXSDK installed, and have a copy of VS2010. In the end, I think this is a good update and should allow the majority of users to build the library without any problems.

In addition to making the update to VS2010, I also incorporated the Lua projects directly into the Hieroglyph3 solution. This makes the build process much more integrated, and sets the pieces in place for introducing x86 and x64 build configurations. I'm actually quite happy to be back to developing the framework again, and look to continue making progress over the coming weeks!

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