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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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6 Comments


@Weasalmongler Looks like a wordpress theme, possibly from ThemeForrest?

Also a huge fan of Unity. Not using it on my current project, but the next one I begin will definitely be making use of Unity. Mind if I ask what scripting languages you're using and any corresponding tutorials/books?
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@Weasalmongler: It's not a wordpress theme, the news section of the main page uses my wordpress's RSS for the News category to drive its news postings :P. It takes ages through? It's pretty instantaneous for me. Mind if I ask what browser, operating system, and processor you're on?

@Shanks: C#, no tutorials or books. I just kind of dove in and figured it out. In my 11th year programming now (6th of C# experience, which I use at work 60 hours a week), it's just another software library and toolset, it has high points and low points but overall it's pretty well designed. :)

The model I'm using right now is server/client, where I have a static class persisting through all scenes to handle transactions with my server, and then everything else uses the game object framework tied together in the editor with public fields (traditional unity design it seems)
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Looks good! I agree with weasalmongler though. I'd suggest removing the big empty space that's in between pages and cut the transition time at least in half.
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I can make the transition faster, but I can't move them closer together.. They're 2000 pixels apart, for fear of high screen resolutions seeing two boxes at the same time. Technically, there are monitors with native screen widths of 2800 pixels, so to be completely safe, they'd have to be another 1000 pixels apart.

Hmm.. Ponder.. Ponder.. I suppose I could take DOM window.width and use that to drive how far they are apart. I'll give that a shot and make another journal entry when I do it.

Thanks for the feedback guys :)
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