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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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Time sure flies...

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ApochPiQ

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It's been well over a year since I embarked on the monumental project of self-hosting the Epoch language compiler. In all that time, there have been a whopping ZERO releases of the language or any of its accompanying tools/examples/etc.

I'd been taking some time off from Epoch for a number of reasons, but this week I found myself with the inevitable itch to work on it... mostly because I'm yet again frustrated up to my eyes with C++ and really want an alternative. Which is suitable, since that's pretty much why the language exists in the first place.

Things are starting out gently, with some updates and polish to the Era IDE. It's mostly minor conveniences and visual improvements, but slowly and surely Era is starting to look like a real development environment. You can even compile projects now, although support for building/testing individual code files is still missing - I intend to build a proper REPL-type thing at some point. Ha.

Anyways, the point is, even with a tremendous amount of progress since Release 14 (including self-hosting), there's been no publicly visible changes. If you care enough to sync the Google Code repository you can play with the bleeding-edge stuff, but to the best of my knowledge nobody does that.

So this really comes down to a fundamental tension between two halves of my personality.

On the one hand, I really like the idea of constantly pushing out updates - it sends a strong message that things are still being worked on, and encourages people to follow progress more closely. The downside is that this runs headlong into my perfectionism, and makes me really uncomfortable. I hate shipping stuff that I know is missing important functionality or has huge bugs in it.

So while I love the thought of "release often", I kind of hate the idea of "release notes have tons of known bugs listed."


I might just wind up sucking it up though, and shipping Release 15 soon. It's a huge landmark and I want to have it out there before an entire year goes by between the self-hosting success point and the first time anyone actually uses the damn compiler.

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"mostly because I'm yet again frustrated up to my eyes with C++ and really want an alternative. Which is suitable, since that's pretty much why the language exists in the first place."

 

Is your intent to supplant C++?

I'm amazed by your dedication.

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