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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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And we're back...

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Hi again all,

Autumn break was great! I highly recommend taking sizable breaks every now and again to gain perspective on a project if you can afford them.

For those who don't know I effectively stopped all work at the EDIGames office (and thus Revel Immortal) September 1, and I've been back in action since November 1.

So first, what was I doing, and big revelations:

With my two months of 'free time' I was mostly finishing my basement, and spending time with my wife during our favorite season.

Doing some manual labor was a nice change from being buried behind a desk for the last six months.

Revelation 1: Before the break I was pretty writter-blocked

Story wasn't flowing as easy as it should, thankfully getting away from it has helped a lot in this capacity.

Revelation 2: Playing some new games during the break has given me some perspective

During the break I was able to play Fez, FTL and Limbo; some games I'd been meaning to play for a while. These gave me some good ideas about how to tweak revel; but mostly about certain aspect of game-elegance; and not making an rpg that is just a wirey mess.

Revelation 3: The data has gotten wildly out of control

When I started Revel Immortal around Jan 1 2013 (the Alpha was april 15th); I sort of lied to myself thinking that I could manage all of the data in revel through associated text and data files; and some simple ad-hoc tools.

But this lie was intentional, I had to be flexible with the data and structure design as the alpha evolved; and I know from experience, having a full fledged editor during this process can hamper you... dramatically.

Thankfully we are out of that phase now, and so I have started work, on the Revel Editor:


I am happy to say that after only a week and a half of effort, it is very functional and is exporting build data that Revel Immortal can happily run.

The Revel Editor basically wraps all the data structures that existed previously in files and adds a lot of 'editor leverage' in terms of automating processes and making sure data is correct and organized.

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