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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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Beads Maze

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puz

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[font='times new roman'][color=rgb(0,0,0)]I decided to write a maze drawing program with cells shaped like donuts. So I first designed the appearance with a free CAD program. I like to start my projects with a very solid visual design because (1) appearance is important, especially in games, (2) I will have a point of reference while coding, and (3) a detailed picture may even suggest a new way to play the game.[/color][/font]


cad.png

[color=rgb(0,0,0)][font='Times New Roman']Next I wrote the so-called OnDraw routine for an empty maze in PHP. When it comes to developing games, I like the bottom-up approach. I like to jump right into coding, get instant feedback, and design as I code. And I run IIS locally so that I don't have to upload my code to a remote server each time I make a code change. I also rely heavily on error_reporting(E_ALL); and error_log("x=$x\n",3,"output.txt"); for debugging.[/font][/color]


blankrings.png

[color=rgb(0,0,0)][font='Times New Roman']Next I retrofitted an old maze drawing program for a square maze I wrote quite some time ago over the donut rings. This step took much longer than I anticipated for many reasons, one of which was that I could not comprehend it because almost all variables were single letter alphabets. My bad.[/font][/color]


overlay.png

[color=rgb(0,0,0)][font='Times New Roman']Then I constructed the walls inside the donuts based on the square maze. I was also trying to pick a good color for the walls. While visualizing what it would look like if every donut had a different color, I got the idea that I should call it beads maze. [/font][/color]


numbers.png

[color=rgb(0,0,0)][font='Times New Roman']While staring at the numbers I printed inside the small circles for debugging purpose, a great idea hit me -- why not show alphabets instead of numbers? When a player solves the maze properly, the letters he or she has visited will spell out a word or a sentence containing a secret message. What serendipity![/font][/color]


final.png

[color=rgb(0,0,0)][font='Times New Roman']Above is what the final program looks like. Please visit [/font][/color]http://www.puz.com/sw/phpmaze/index.php[color=rgb(0,0,0)][font='Times New Roman'] and try it out![/font][/color]


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Man this is awesome! I really enjoy writing basic mechanics in php because of the ability to get instant feedback. I will have to leave another comment once I get a chance to try this thing out.

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