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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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Epoch Update of the Week

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Plugged away at Epoch tonight for a few hours; I'm pretty happy with the results.

The Release 12 compiler is officially generating workable bytecode now - to the point where I can run a (very small) subset of the compiler tests in the VM.

One of these tests is the old "pi" program, which simply computes pi to a few digits of precision using a simple but naive infinite series method. I'm too tired to profile it, but it runs reasonably fast in Release builds of the VM, and compilation is lightning quick.

There's a minor feature missing in that "postfix entities" (which right now are limited to do-while loops) don't quite work right, but I'm also too tired to figure that out at the moment. A guy's gotta sleep at some point!

Hopefully soon I'll get postfix entities working correctly and maybe get some more done on reimplementing language features. Right now type inference is totally crippled and overloading is fairly broken, but that's moving along slowly but surely.

My next big project will be to start going through the compiler test programs one at a time and getting them to work again. Apparently most of them are broken even in Release 11, which is kind of embarrassing. I plan to build a large suite of compiler tests for basically every little language feature so I can isolate stuff and hopefully someday add automated regression testing to the build process. That'll have to wait until I stop developing solely on this crappy old laptop, though :-)

I'm hesitant to speculate on a release schedule for R12, mainly because it's hard to predict how much time I'll get to spend on Epoch in the coming months. But I can definitely say that it's shaping up, and once the compiler is back up to par, it's going to be a hell of a release.

Stay tuned!

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