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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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Testing testing testing

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Hello again!

I have been doing a lot of play testing lately; finding bugs and things that aren't supposed to behave like they are. Other times two features might collide and be in effect when I hadn't thought they would. Much of the colliding features are due to my design choice of having two different control methods. I am beginning to realize that this was a rather brave and/or foolish choice. Well, I'll just wait and see how it plays out in the end.

Most of my programming is done on my stationary computer at home. It runs an older graphics card (ATI Radeon 4850). When I am on holiday or some such I often take my laptop with me. It runs with a built in nvidia mobile graphics chip (GeForce 8600 M G). It's a pretty poor graphics card that is really only capable of running fixed function OpenGL rendering. However it is a pretty good thing to be able to test my shaders on two different graphic implementations. I thought that I was well covered until I realized I wanted to try Medieval Story on my brothers computer, he runs a newer GeForce, I don't know the exact version (GTX something I think). It did run pretty well, but I found out that some times the shader breaks and draws black pixels when it should render lit pixels. After some testing we found out that it was due to the material shininess being 0 and the specular components calculation. I fixed the issue with a "hack", adding 0.001 to the shininess as a minimum value. After that we tested quite a bit more and found out that the game also could randomly crash, well seemingly randomly anyway. The bad thing is that the compiler didn't go to the line where the fault was. It just closed the program (sad face). Later we found out this was something wrong with the compiler... not being able to go to debug mode when a runtime error occur. Back home I ran my game again trying to replicate the bug and I found a small bug that was connected to the health bar drawing. A modulo by zero could sometimes occur when the health was very low, below 1.0. This could result in a division by zero according to the internets. I have since then fixed these bugs and I am now continuing to hunt for new ones.

Along side this development I am trying to come up with a half decent story. I think this is actually going worse than programming right now. I'm afraid the demo story is going to be very generic and boring. Any articles in regards to game writing or story writing in general are much appreciated. Again, thanks for reading!!

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