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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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Project Anera: An Introduction

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Eruadan

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Hello everyone!

A little about myself: I use to lurk on this site, as well as a site called DevMaster, a few years ago as I started learning how to program and code. Suffice to say a lot of my earliest games were rather poorly made as I never fully wrapped my head around OOP or how to program windows applications. My first game was a console based Tic-Tac-Toe followed by a console text-based adventure. Depressed at how hard it was for me to get into Direct X or windows programming, I stopped all together for about 2 years, focusing on learning some html and php instead of C++.

It wasn't until a year ago that I came back to programming; I started learning C# and dived head first into creating a 2D graphical game. Since then I've programmed on and off, I recently finished a small 2D RPG built entirely with the C#.net library that has nearly all functions a proper RPG should have (NPCs, inventory, combat, skills, levels, map editor, load/save etc, etc). Now that I've got that more or less finished, I've decided to set my eyes on 3D game.

A little about Project Anera: So the wheels only started churning in my head earlier this week. A large portion of close friends and online acquaintances that tested my 2D RPG stated that, while the game ran smoothly and it had the concepts of an RPG, it didn't do anything unique or different that a thousand other RPGs haven't already done. So at the forefront of conceptual design for Project Anera, I want to do something that hasn't been done, which is hard, because tons of new games come out every day on app stores, and sites like this. How does one make a game stand out amongst the horde of other indie games? That's the million dollar question.

So what have I gotten hammered down thus far? I've decided that I want some online or multiplayer component. I believe player-to-player interaction is extremely important for building a unique experience as well as adding replay-ability. In addition, I needed to find a good 3D engine, ideally one that utilized C# for programming the client. In the end, I've settled on using Unity3D to develop the client, and SmartFox to build the server. Now comes the slow-paced part of the project where I need to learn how best to utilize these two toolsets in conjunction with C# to build what eventually will be Project Anera.

Hope you enjoyed reading this, I know there isn't anything to show yet, but this is really just an introduction to my development journal, future updates will have more substance.

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