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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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Dope Runner milestone 3 reached!

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Epic Zombie

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It has taken a while, but I have reached the third milestone in Dope Runner. Things are starting to look very good now! After this one there's one more major milestone, followed by the finishing touches, and then the game can be released.

So what new features have been added? In the previous version, you could only buy drugs from dealers. Prices fluctuated, and from time to time prices peaked or crashed. In this version, drug labs and farms have been added. From time to time, they will have a supply of drugs for sale at much lower prices, so huge profits can be made. The supply doesn't last long, however, so you have to be fast!

Notifications now work properly. You'll receive notifications of price peaks and crashes, and of new supplies in labs and farms. There was already a text notification in the app itself, but now you'll also receive on through the notification bar when the app is running in the background. I'm thinking about getting rid of the in-app notification text, because it has become more or less obsolete.

Speaking of running in the background, this was a major obstacle for me to overcome. It's the first time I used services, and it was a bit complicated to get it working as I wanted (see my previous post for more about this). I also had to implement a wake lock, because the app needs to keep running even when the screen is turned off.

So what will the next milestone introduce? Cops! From time to time, they will try to arrest you. To fight back, you'll be able to buy guns. If you get shot, you'll have to visit a doctor. Also, burglars may visit your safe house! It will make the game quite challenging, and it's the last major feature to be added.

One more thing I'm gonna add is a settings screen. In my main menu, I've included an Instructions-button. This will be replaced by a Settings-button, and the instructions will be published on this website. When I started I didn't think a settings screen would be necessary, but I changed my mind. For example, the GPS update interval. A short interval is more accurate but consumes more energy. I tried to find a good balance between accuracy and battery life, but it's best to let the player decide.

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