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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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I'll call it a game ...

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DareDeveloper

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Here it is: http://www.procgames.com/demos4/notprocatall.html (might have seen that coming if you saw the last journal entry...)


Well, it is anything but finished ... only in the sense that I will not work on it any longer ... and it is buggy as hell.
I implemented the recursive trickling of merged tiles the ugly way ... and I did add

  • the removal of full rows (as a way to deal with low numbers under higher ones)
  • score counter
  • and a game over screen (which has a hard time showing up but it usually does eventually).

    I would feel bad, because giving up is not a habit I should get into, but I think I can make a strong case for investing energy elsewhere:

    1.) I am not turning this into a habit. I work as a programmer and I have to search for bugs and work on the same code for weeks or month. The resilience is there, working on this project would only be a nuisance.
    2.) I have reached the goals:

    • I know how to use the cavas now
    • I have done something with JavaScript ... I even used some OO, even if the code is pretty bad
    • What I have gives a nice enough impression of what a combination of the game mechanics feels like

      3.) If this idea can be turned into a real game it would take a lot of time and effort to find out how ... a lot more than just working on the game a few more days.
      4.) It is not something that people are interested in. Hopefully nobody will study the code. People also apparently don't want to see a tutorial about basic games (https://www.gamedev.net/topic/654740-what-are-you-interested-in/?mode=show)
      5.) It has nothing to do with procedural content generation ... which is what is currently occupying my mind. My heart is not in the project ...


      So what is next?:
      probably some more HTML5 / JavaScript experiments, this time with WebGL and without letting the code rot as much.
      [quote]

      You reached level 7 with 3787216 points.[/quote]

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