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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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Slow Progress

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Programmer16

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Well, I'm splitting my time between multiple projects, so I'm making very slow progress. This has been slowed even more by the fact that a coworker convinced me to buy Minecraft for the xbox.

Treasure House


I'm still working on a list of all of the items/characters/objects that will be needed. I've been halted by the fact that I can't come up with the last two puzzles.



I also have not made much progress with the art; I was able to update Aaron, but that is about it. Here is a shot of the two versions next to each other (old on the left and new on the right):


Untitled.png




Cyoa


Not much to report here either. I've created a project template using some of the stuff from SAGE, so I was able to set up "tracking "using the state variable system (I should call it the "thumb system" or something instead of tracking, as most people will keep their thumb or finger in place when reading choose your own adventure books, but I digress.) When a scene is loaded it sets three state values (GoBack, GoBackMore, and GoBackAlot) to a scene asset name. When a "game over" screens is presented, it can use these state values to determine what scene to return to.

The "game over" screens are just scenes to allow for different endings. This way I'm not limited to specific wording (for example, good endings would say "Start Over" whereas bad endings would say "Try Again") or implementing a special system to allow for different images.

On a similar note, I'm going to set up a way to allow dynamic text. This would allow me to use the same game over screen with different text.

Time for me to get ready for bed.

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