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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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Oh, your code structure isn't pefect?

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havsmonstret

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The problem with me creating stuff, generally, is that I am a perfectionist. And that doesn't only apply to the outcome but also the process of making something. Countless times I've looked at my projects and thought to myself; "That's a complete mess.." even though it was probably just fine. And this project is not an exception.

I've redesigned and restructured the game code quite a few times, trying different ways I can put together namespaces, projects and classes to achieve a structure I'm genuinely satisfied with. And I've come to the conclusion that that is a total time waster (newsflash). So moving from XNA to MonoGame, or being even more ambitious and moving to SharpDX, will be the time I think the structure through thoroughly and just stick with it.


As XNA's future doesn't look too bright I've decided to migrate to MonoGame, which also gives me the opportunity to port to Linux and a variety of other platforms as well when the time comes, or SharpDX which will be a lot tougher but might give me a bit more insight into DirectX development. So the current milestone I'm facing is just moving the game over to MonoGame or SharpDX and get it up and running. If I decide to go with MonoGame I will try to check out what has to be done to get it running on Linux and Mac and see if it's worth the work right now.


In other news, I actually got some very... dull I guess, screenshots to show off.
All graphics (except the message list) is courtesy of Oryx (http://oryxdesignlab.com/).

bNi6pJK.png

a4a519W.png

Hopefully, next time I've moved over to MonoGame / SharpDX and have settled down on a code structure and can get into adding some real features!

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I think that perfectionism is a hard thing to overcome for anyone that has a lot of passion in their work, both for the final product and the work that lead up to it. Writers and painters are some of the hardest critics of their own work. Why should this be any different from programmers?

When I am blazing new territory like prototyping an idea I write my code in a style that will allow me to see a percent of the final product. If I notice things that should or come be upgraded or simplified I write a comment near the section of code and continue on with my current task.

I think that if I were to stop and "fix" I would lag behind in production schedules and I may miss a key element in the first run through of an idea.

As for you screenshots, it is always nice to have some thing to show off and I like the familiar style. 

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I have found myself in this same boat all too many times.  What helped me to overcome it was money.  Customers don't tend to care if it's perfect they just want it done, and when you finish it they pay you.  From that I have learned to have an "acceptable" standard and a "personal" standard.  Where the acceptable is does it work?  Is the customer happy?  Are there bugs?  All in all there's few times that customers pay to maintain their works, more often they simply contract a fresh new build of the entire project ground up with new features and targets and what not.  As such, as long as the structure of the code remains viable throughout the coding process the first time you can be lax on return coding a bit.  That's not to promote poor coding practices but a way to let yourself actually be productive instead of a perfectionist.  When it all comes down to it my goal is to make stuff, I'm not big on the fight with the computer to get there so productivity over pretty in my book.

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