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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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Rogue Gear and Simple Narration

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Code code code. At this pace I probably couldv'e made it as a 7DRL, definitley simple but complete. Just loving how smoothly things are still going. Though I'm noticing some code bloat creeping into the project. Dungeon class alone is ~700 lines of code, with a handfull of other breaking 500. Most my projects tend to be rather simple, with source files barely reaching 200 lines of code. Alot of it so far is copy+paste code that I want to simplyfy using a factory/flyweight design istead of the big if/else list I got right now.

Ran into a simple bug recently. Out of range access into one of my containers. Pretty darn sure it's the LOS calculation accessing tile indexs that don't exist. The super-cover portion of the algorythm doesn't use the tile getters, it directly accesses the container. It's random and I'm suprised it hasn't come up before the last posting. Should be an easy fix though.

Blah blah blah, long story short I'm taking a break on the next coding session to do a little refactoring and clean up. Error checking and standards, going to be the focus of the clean up. A fair bit of commenting needs to be added aswell. I've been neglecting it in favour of cranking out code as fast as possible.

Progress so far:

Got the basic messege console up and running. Definitly fills out the screen better now. Things were looking rather bare bones before. I was tempted to add support for multi-colored strings of text. Gotta squash those thoughts of unnessecary features though. Glad I did, managed to get some basic weapons and armors into the game instead. along with the basic equip slots for the avatar (creatures). Though being able to equip the gear insist implemented, it's still progress.

I got a couple rules about the items in place now too. I want to aim for a minimal/simplistic design. So I'm making sure there's only one item per tile and an avatar can only have ten items in their inventory. The weapon and armor slots don't count towards that total. They will if you're trying to unequip while inventory is full. I'll probably just force the item to drop to the ground if that's the case.

There's also a simple help feature to explain what actions are possible so far. Not all my play testers caught on how to play all bits of the game without me telling them.

Goals after the refactor/clean up:

Gonna flesh out the structure for multi step actions. Implement dropping items and equipping/unequipping gear. Then work on the item system itself a little. Clean it up and make it easier to create items using the factory/flyweigt design mentioned before. If it goes quick I might get to working on an AI-less creature system. To start populating the dungeon with monsters. The ai is gonna be a big project so that's definitly out of the question for now.

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