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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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Christmas Trees (apparently)

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Aardvajk

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Seems to be Christmas in my game world at least, if not in the real world.

Been working vaguely on adding props to the level i.e. meshes that are not just shapes created in the level editor. All the infrastructure is in place in the game, but have realised that the editor is woefully inadequately designed.

So its that usual quandry - do I devote a huge amount of time to improving the level editor (starting from scratch in this case) and hope I am still interested in the game by the time I'm finished, or do I continue to balls-out hack the editor and end up losing interest in the game because the editor is so hard to use?

I'm a bit scared by the amount of work involved in content creation for a 3D game anyway to be honest so I badly need it to be as easy as possible to put levels together. Not sure what the best course of action is here.

Be nice to be able to use someone else's editor but I just don't think there is anything that fits the mark really.

We shall see what we decide in the next few hours.

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Your projects are on par with the bargain games on steam already(a compliment) perhaps it's time to grab a partner or two, so you can focus on what you want without needing to worrry about splitting time between tools, dev, assets, and what ever else you will come across.

 

FWIW why not stick with blender or such for the level design ?

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Thank you. Nice of you to say.

 

Yeah, I know. I guess the problem is I have a day job and enjoy the total lack of commitment in a hobby project. Once you get involved with others, all that changes.

 

I could never get into Blender, one of the reasons I wrote my own modeller. Won't take long to whip up another level editor, got the bulk of the foundations done last night. Most of the code gets imported from previous projects anyway.

 

Thanks for the comment,

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