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      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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[Case] Breakout!

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superman3275

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Wow, it's been a very long time since my last case study! Well now, I'm here to give you a great one: Breakout!

Let's start with the mechanics, as usual:

  • You control a single paddle that can move left and right.
  • There is a 2D array of blocks.
  • The Paddle is at the bottom of the screen, the blocks are at the top.
  • There is a ball that bounces off your paddle, the walls, and the blocks.
  • If the ball hits a block, it will destroy the block, making it disappear.
  • If the ball goes past the players paddle and hits the bottom of the screen, you lose the game.

    It's pretty simple, however to help you, here's a picture:

    x4K8A.gif

    So, this was extremely popular back in the day. What made it so popular?

    Well, it was a single player game. At this time, Pong required two players and was very simple. This simply blew people away, and it didn't require someone else.

    It also had interesting game-play. Pong was relatively simple compared to this, and this was far more addictive. Failing when you were only 1-3 blocks away was common, and kept people hooked. Newer versions of breakout (Such as Arkanoid, etc.) also had power-ups and more levels, making them even more addicting. Working your way up a steady stream of harder levels, and trying to get the next power-up, still remains fun and challenging. (If you want to try, I've attached DXBall, a newer version of breakout, for you to play :)!)

    [size=8]Polish

    This game doesn't really need to be that "polished". The one "polish" aspect of it that I see being important is the GUI, however besides that, this game is fun even with bad sprites/collision detection (In this time period, of course. Back when it was an arcade game and it cost a quarter to play, having buggy collision detection would make no-one play it because you could randomly lose your quarter. Now, however, it's free and having slightly buggy collision detection isn't that big of a deal.)

    [size=8]Implementation

    Implementation is very important. If the ball is moving too fast, you can't survive long enough to get rid of all the blocks. If there is too many / too little blocks, your player will get bored / feel ripped off. Level design isn't that important, considering you can really do whatever you want for level design and it still is generally fun to play. The actual core values of the game is important (Like the Paddle Speed, Ball Speed, Amount of Blocks, etc.) however many of the extra things (Power-ups, special blocks, etc.) are nice extras that really help tie it together, yet aren't needed if you can make sure your player is having fun without them.

    [size=8]Fin

    Well, I hope you enjoyed it! Keep calm and sneak on ph34r.png!

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