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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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Life Update

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CoffeeCoder

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Well life has certainly gotten in the way of my developing desires.

I work almost full-time at my job now, earning $7.50 an hour, paying bills with said check and occasionally taking my girlfriend out to dinner. It's also pretty much summer now, so I spend less and less time on my computer, enjoying the nice weather outdoors.

I'm also about to head a Youth Group project at my church, so time on the computer will be less and less. Does this mean I'll not be able to develop my game, A*Little*Epic? No!

Part of the reason I haven't been working on it as of late is that I've been looking for a suitable language to code it in. GLBasic was great, but I just can't afford the price of it and honestly, the fact that the code had to be written in all capital letters drove me insane. I then looked into Panda3D, and while that is a GREAT engine for small games, it slows down massively when you add sprites and super-detailed models. It's also ridiculously hard to configure Panda programs to your requirements. It may be an open-source engine but they sure try to make you stick to their specifications.

So I've gone another direction; OpenGL and Java. Thus, I discovered the Lightweight Java Game Library (LWJGL for short).

Interestingly, it's what Minecraft is programmed in, so you know it's quite the capable engine. Paired with a networking library (LWJGL does not support networking off the bat) and some assets, LWJGL will give me the power that I need, in a language I'm finding easier and more powerful than I dreamed possible. Yep, I actually love Java. Time to do some work with it!

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Great, I wish you the best of luck. All engines are capable it's what you make of them that changes how people look at it. I think the move to Java was a good one and I am glad you are liking it, just beware Javas speeds can fluctuate very strangely when a lot of things connect and cross reference each other in an out of order way.
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The features of GLBasic were great but having to constantly hold down shift was annoying, and the all-caps made the readability of the code [i]extremely [/i]difficult.

I like the structure of languages such as C# and Java; easily readable, amazingly capable, and multiple options to produce amazing results!
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