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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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PostMortem :MPong

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SpeedRun

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I have decided to stop working on MPong. The reasons for this include

  1. I have been working on MPong for so long that it was tough to find motivation to continue working on it.
  2. Although I was continuously adding features to the engine, I was not building up my portfolio
  3. I want to test my engine with another game and see how much of the code is actually reusable. I am hoping most of it should be

[subheading]What Went Right[/subheading]

  1. Engine Components : Starting with Pong as my first game, made me concentrate on the engine part. I managed to create a fair amount of the modules I had initially aimed for. Most of the modules should be reusable for the next few games
  2. Setup: I managed to come up with a relatively painless way of setting up new projects
  3. Refactoring: I am quite happy with how the code base is at this point (all things considered). I think, The fact that I was continuously re factoring the code, will be beneficial.
  4. Commenting: I managed to comment a lot of my classes while programming.
  5. Using a Repository: Have a repository for my code, meant that I could revert any bugs that I introduced without having to waste too much time.

[subheading]What Went Wrong[/subheading]

  1. Missing Engine Components: I did not get a chance to work on the physics and networking modules.
  2. Switching to DirectX 11: In the middle of the project, I decided to switch to DirectX 11 from DirectX 9. Although this might be better going forward, I ended up fixing a lot of bugs that got introduced because of the difference in the way things are handled. Even now, some of the parts are not working correctly or are being done inefficiently by me.
  3. Engine Code was part of Project: I see a potential problem for my next project in that my engine setup and repository is closely tied to the Pong Project. I should have taken out the engine components and made it into a separate repository and solution, so that it was easily reusable
  4. Not Setting a Deadline: The fact that I did not have a deadline in place, meant that I took my own sweet time to make the game. This has resulted in Mpong being in development for a very long time, without me having to show anything for it
  5. Switching to an Obsolete Technology: I decided to use DirectSound or my SoundEngine.. It was only after completing that someone pointed out to me that I should have used XAudio instead

[subheading]Things I wish I had Implemented[/subheading]

  1. ?Physics and Networking modules
  2. Support for 2D game elements.
  3. High Score Table
  4. Better Graphics
  5. Restart Option
  6. Pause on Minimizing


cross-posted here

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