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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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Still alive

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JTippetts

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I am still alive. In case, you know... you care.

It's the busy season, though. Temps are high, weather is bone dry, perfect for getting projects done, so work is slammingly busy. And when I come home, there's a smelly kid to take off my frazzled wife's hands. So I haven't been able to do much. Goblinson Crusoe stagnates. Every so often at work I'll fire up Programmer's Notepad and load up some Lua code, then just sort of stare at it for awhile. But inevitably I'm pulled away. Winters are best for slacking off at work and getting some coding done; midsummer is very much not good.

It's been so long since I did anything significant, that I'm forgetting many of the details of the code. That's what I hate about forced hiatus from coding; when I do get back to it, I have to spend so much time just munging around and trying to remember why I did whatever stupid thing I'm doing in any particular spot in the code. It's just a pain. Ya know?

Since I don't really have a whole lot to say, here is a picture of a goblin, with most of his movement points spent, staring forlornly off across an unnatural sea of lava. He is sad, though you can't see his tears. He feels neglected and abandoned. Also, he just narrowly escaped a fireball to the face from an enemy off-screen.

R0VuD.jpg

Never fear, though. The busy season will soon come to an end. I've got 2 weeks vacation coming up in September, and we're flying to Cali to visit the in-laws. Though my wife wants to hit up Disneyland (she's going through withdrawals, having grown up 15 min from there and now not having been back in several years) and though she also has a list of restaurants as long as my arm that she wants to visit (you know, since the only thing that passes for fine dining in northern Wyoming is a Subway restaurant 22 miles away, or the local greasy spoon cafe whose specialty is a cheeseburger with sliced peppers on it)... even given these facts, I still think I might find the time to really buckle down and re-learn my codebase and project structure, and start doing things again. There are many things I want to do. So many things needing done. I get all tingly just thinking about it.

Tingly, I say.

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I care. Please stay alive. Unless you transfer into the singularity then you know.. it's cool.

How much for beach front on the oblivion lake? I'm buying early in hopes it cools to a useful resource.
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Good read, welcome back! I know what you mean about "munging through code" Not coding for more than a couple of a weeks makes be get a little rusty and then I forget what i'm even doing in my current project.
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I hear you man, I have the same issue, I leave my codebase alone for months and come back and stair at it like WTF and ugh I don't remember what I was shooting for or even what the end game would have been.... I feel your pain.
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I couldn't have said it better myself. I'm glad to see a GC picture.
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