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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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A Complete Graphics-less Game #1

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Squared'D

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[font=arial]

The Idea

[/font]

[font=arial]What's the first thing that the we often notice when playing video games? Most of us see the graphics first and games that look good and have a lot of eye-candy make people immediately interested. Because of this, many (myself included) have been focusing on making good looking games. While I think good graphics are necessary, focusing on graphics too much can cause new programmers especially to not take the time to develop other needed skills. We can't all be graphics programmers right? How about organizing entities? How about loading data or integrating with a scripting language? These are some issues that I will tackle in this journal.[/font]

[font=arial]How will I do it without worrying about graphics? When I was in middles school, we used to have old Apple II computers in the computer lab. Some of us used to make simple text games which were just a really long nest of if statements. So that gave me the idea to make a text based from start to finish and I will document my progress using this journal. I will not use any of my old code. I will start from scratch and try to use only standard C++.[/font]

[font=arial]I've used console applications before to test code before, but this will be my first full-scale text-based game. I'll try to post at least once a week. I'll start with a quick a dirty game design. Then I'll do some prototyping, then I'll design a little more. This will not be a tutorial per se, as I don't want to show people how to make a text-based game. I want to show how it can be useful to step away from the graphics and concentrate on other things.[/font]


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I just noticed that there is already a similar journal out on Gamedev, (A featured one at that) Oh well. It's ok. I'll continue to make this one. I think our focuses are different. He's more focused on teaching how things are done and developing his own skills. My focus is on making a game and I'm writing more so to people with more intermediate programming skills.

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