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      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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Side Scroller Project - Lab 13

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The past few weeks I've been trying to get something that looks like a side scroller game going. Over all, I'd say things are going well.

Back when I was learning to work with the ANL library I was going all through the documentation that was available trying to figure out what's what. And a little over half way down this page there's this image that looks something like a bunch of smooth interconnecting caverns which made me say, "Dude, I just have to get a map like that going, put a guy in it, and walk through it like a side scroller." Though I suppose most of my words weren't quite that well chosen, I probably did actually use the word, "dude" as the idea seemed pretty cool and I was excited and compelled to try it. That's what this project, Lab 13, is about. A download is available here and development notes and stuff can be found here. It's a work in progress so it's still has its flaws but it's a fun project to work on that's making progress that I can see and I'm thinking I'll do my best to see it through to a polished end.


Working on this project I figured I'd make a point of taking a step back and look at my game loop. I don't know whether I just googled for the wrong things or if my attention span was too short to look harder but it seemed to me that everybody has a different opinion and nothing is reliable. And I really have a hard time believing that the conventional wisdom is that using all of the processor time is fine. It just seems to me to be an improper thing to do unless maybe you're trying to do something that's really cutting edge. Anyways, while working on Lab 13 I'm going to look a bit more into making a few improvements to the base loop that I have going and noting anything I figure might be relevant in the project notes on my website. If I come accross any articles I feel are worth sharing or if I'm otherwise able to collect my thoughts on the matter into something useful, I'll be sure to share them here.

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