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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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Some Guy

How do I go about w/ a game engine?

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WASSUP!!! Sorry I just wanted to show how annoying that commercial is now. Anyway I was thinking about a game design recently and I'm sick of doing that. Thinking about it... > I WANT TO DO IT!!! I'm still learning C++, but I've got classes and objects down (ooh, that feels good), so I say I'm ready for something harder. I want to make a game similar to the original Zelda , but not an RPG. Man, I hate RPGs... Eventually, I'll probably convert it to a real sidescroller like MegaMan or something. I'm only starting here because in the old Zelda, it was all just screen-by-screen scrolling, rather than one big long level like in MegaMan. Not quite ready for that yet. I'll have to add the enemies later, but I want to start from the ground up. I just want to get the engine to work and continuously add onto it until I'm satisfied. That's how things go anyway, right? So help me out here: In an engine, there are definitions for everything. There is a definition for the walkplayer (the character the player moves around), and every type of NPC and actor. With every definition, there's an algorithm on how to use that item, but how exactly? There are also definitions for all the file formats to be read in by the game (WAVs, container files, etc.). Without the definitions for these formats as well as algorithms to use them, the engine could never even load a level-- which leads me to my next subject. The levels. Of course besides there is a definition for the level (dimensions, textures, NPC and script placements), there should also be a container file for everything right? That way you can put a .map file or whatever together with scripts, etc., together in one folder to be opened. Well... (questions about to begin... ...now) How do you make a container file? Where can I find decent algorithms to follow for all this? Edited by - Some Guy on February 25, 2001 4:02:06 AM

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