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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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StoneMask

Conventions in game programming I haven't learned yet

2 posts in this topic

So while working on my simple game, I've been working around some things and just emulating what I've seen in other games before mine, and I'm content with that because it's literally run in command prompt. It looks clean and uses tried and true techniques. On the outside. I honestly have no idea what it's like on the inside. A lot of the basic things that you would need to program are things I just cobbled together and hoped I was doing it right. I wonder things like, how do you keep track of a bunch of independent environmental values, or if you've talked to specific people? Do you have variable arrays for all those things? How is dialogue text stored? Is it hard coded into the interactions of a character, or is there a text dump file stored in memory? How do I know where to access specific chunks of text, if so? How do I encrypt all that efficiently and hide them from being manipulated?

Just things that seem basic, like that. Most programming practice tends to be doing mundane stuff that just shows you know how to use logic, and with that, I've been able to throw together something that looks clean and works well. But how do the professionals do it? Edited by StoneMask
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The question is too open to answer. You need to specify your requirements first, and then it is possible to find a design for that. Start with a few basic use cases, and develop the requirements from that.

It also depends on basic things. Like, is it a multi player game, are there conversations between NPCs and the player, or is it between players. Are NPCs expected to make decisions on what has been said, etc.
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The best way to learn this stuff is self-discovery.

As you write your code, pay attention to the itchy sensation you get when something seems like it could be done more easily, flexibly, or simply. If you ever get a hunch - even a tiny one - that you could do something better with your code, pause for a while and think about options. If you can't come up with any improvements, that's a good time to as more specific questions about the exact situation you're facing.
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