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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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Editor screenshot

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Servant of the Lord

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What's cool about Qt is that you can make really impressive looking interfaces fairly quickly.

Here's what the editor looks like today, compared with a week ago:

ndr.png

Still alot of work todo. I'm halfway considering licensing this editor out as a RPG making tool, or maybe just a tile editor, when I finish it. But that's low priority. The focus is on making the editor stable enough to use it for the Of Stranger Flames and several games afterward.

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Hm. Interesting decisions for the interface, especially up top. Would love to hear more about your influence and motivation for the current ui design!

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My design motivation basically goes:

  1. "Hmm, it'd look pretty cool if I could have tabs in the menubar. I wonder if I can trick Qt into allowing that?"
  2. "Woh, it worked! Looks pretty sweet! Completely flies in the face of consistency with the rest of desktop applications, but to heck with that!
  3. "...let's see if I can cram some hyperlinks and other widgets up there also, just 'cause."

My focuses are usually on making it visually pleasing to use, since map editors (uh, me and one of my siblings) will have to use it alot. It should be easy to use, but my focus seems to be on prettifying it more than anything - more so than a tool deserves that the players of the game will never see.

 

A user-experience expert would have a panic-attack upon seeing my designs. biggrin.png

 

As far as the gradient grey steel color scheme goes, that's stolen from inspired by the IDE I use (QtCreator).

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