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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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I Love This Bar

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Dancin_Fool

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This is a repost from my external blog http://codingintransit.blogspot.ca

Holy smokes its been a long time since my last blog post.

I've kind of switched gears in my codebase and I wanted to have something to show before I wrote up my next post. For the last year or so I've really been concentrating on getting a lot of the core components I needed to write a game at the level I'm used to from working on games professionally. After finishing most of the core front end code I finally felt like I had enough blocked out that I could start to write a game. So I pulled the trigger and got down to work.

The game I'm working on takes a lot from simulation heavy games like towns or gnomoria which both draw a lot from dwarf fortress, a game which I've read a lot about but never played. This game I'm building differs a fair bit from those games though in that I'm not trying to simulate a medieval world, what I'm hoping to simulate is a bar/night club. I spent a lot of my youth bar hopping and I feel there's a lot of material that can be pulled from that environment and translated to a really fun game.The basic premise is that you start off with 4 characters and an empty lot and you have to assign jobs to your characters, build up a bar, get patrons, build up a regular clientel and just try to have the best bar in town.

I've done some research into what's out there but most of what's already out there just feels like farmville in a bar environment. That is not what I want to build, what I want to build is something for more core gamers with lots of different jobs to master, experience building, stats to track. I want to create an environment that feels somewhat alive.

So far I have a small lot working, with characters that respond to commands. Currently the only "job" I've implemented is "The Handyman" which will be responsible for construction in the game. The characters are able to build walls and that's about it.

Over the course of the next year I'm hoping to crank out something that's a lot of fun to play and filled with lots of quirky humor. I'll try to be better about the weekly updates. In the mean time here's a few screenshots from my progress. Also all art is just placeholder.


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