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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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Hi hi, everyone, or HelloWorld!

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Stas Mashevskiy

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Hello everyone!
My name is Stas and I've got a dream. Yeah, right, my dream is to create games, but... There are plenty of reasons why I couldn't get a work of my dream: I'm living in Russia and here are no great gamedev companies, especially the one that would hire a student, who left his univercity after third course and does not have any big projects done. So today I'm working as a programmer, writing Enterprise software.
Enough about me, let's talk about my great super project!... There is no one.
But this is the beginning and I'd like to share this moment with you and I hope to get some support which will help me on this path.
So! I'm starting to write a game level editor tool for my self, using C#. Wait, wait, wait! I know that there are many already written, and that it is common mistake to start gamedev from something like this, not from using unity or like. But I'm gonna try. This is all about it - learning. I want to understand how everything works, I want to create something, that would fit me perfectly.
Everything I'm going to write is to be used for creating a tactical game.
Why C#? Cause I just decided so. I know C++ at a good level, used Java at my work and now I'm using C#, so I though "why not".
What's the idea and how It'll look like. It will have main OpenGl rendering window, object palette, Drag'n'drop functions, map save and load. That's it for begining. Simple? Yeah.
But I've already got some questions. Just after posting this entry I'll go to the forum for the answers, but it'll be great if you will spend some of your time to show me the right way.
-What's the better way to save my entire map?
-Some examples of convenient dragging of an object with a mouse in a 3D space?
-Good way to store resourses like object models and their definitions? I thought about some XML structured base.

Thanks for reading and see you later!

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Hi there Stas,

Welcome here and enjoy the gamedev side of programming ;=)
I started with C# and XNA from this website [url="http://www.riemers.net/"]http://www.riemers.net/[/url] its a bit out dated. But you can use some of that code for you questions.
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?p???? dmdSpirit!

Welcome to the site! Making tools is not a common mistake by any means, I've been doing this for many years! If anything, I was known for my tool development on private projects. Making your own generic level editor, or world designer allows you to gain a better understanding of how you manage maps, and levels in any game with ease! Not to mention, you could make an Engine directly link with your tool and having something you could re-use over and over again for many projects. Re-inventing the wheel is not bad if you want to learn, or because you feel the need to do it yourself. I've never used Mappy, or any other tool like Mappy in my life to make my own levels and designs when programming my own games.

Saving maps can be done very simply by using 2D Arrays, or by using Vectors. If you wish to load these maps from files later on, you can simply use XML or Text files to load the data, and of course other ways are available.

Dragging an object is nothing more than insuring the object's X, Y, Z (Forward / Backward Position - DEPTH) values equal your Mouse Position (in 3D SPACE). You will be using Vector3, and remember to use float not int! You can control depth by using the mouse wheel, or by making the program move the Z value if you're in a birds eye view, ect...

I wish you the best with your projects!

????!
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Thanks for your comments! It's amazing to get such support here. I appreciate it.
Hi, bwiersma! Thx for the link, I saw some useful things there.
??????, Black-Rook) You know russian or just google translate?) Thanks for your answers. About moving the object currently I'm thinking about drowing the axis of selected object for the user to pull. But I'm still thinking about using mouse wheel too.
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I'm Ukrainian, so I know some Russian, but I'm learning as much everyday as I can. I just never typed my whole paragraph in Russian so other people can at least benefit from reading it.
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Answers to your questions:

1) "What's the better way to save my entire map?" Serialization, it's really fast (binary) and you can write your serialization code in like 5 lines.
2) "Some examples of convenient dragging of an object with a mouse in a 3D space?" Raycasting is the way to go. Using an octree would improve the performance.
3) "Good way to store resourses like object models and their definitions? I thought about some XML structured base." Ziplib, binary file or serialization.
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