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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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MrJoshL

What Platforms Have You Had Good Experiences With?

5 posts in this topic

I am at that phase in a game's creation where there is no concrete concept on my mind, just a bunch of alienated fragments of stuff I think is neat-o. I have a general artistic theme in mind and a few other things, but random ideas are still churning in my mind and I am wondering what exactly I want to devote many long hours of evenings, early mornings, and weekends to. What I am asking, is that since my game isn't even at the point where I have a specific platform in mind (e.g. iOS, Android, PC, Ouya, etc.) or that platform's constraints, what platforms have you had good experiences developing for, as in efficient programming, sales, user discovery, portability, etc?

P.S: Even if you haven't developed for one of the listed platforms, I welcome your opinion with wide open hairy Sasquatch arms.
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While not really accessible for small/casual devs, I had good experience working on the X360 particularily compared to PS3 or other devices. People throw flak at MS, but their developer tools really are the best out there, and they did so much to streamline cross PC/X360 development as possible. Debugging X360 in real time, PIX, and basically having all the ordinary PC-development tools readily accessible on the console was so nice.

haven't dabbled in iOs / Android dev, but I've heard its a nightmare. I did consider doing HTML5 (not exactly a platform but...) which also looked like a bit of a mess (aka needings tons of hacks to make sure it works properly on most browsers).
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Thanks. X360 is way too out of my league, though I'm not sure I would want it to be in it...
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[quote name='Koobazaur' timestamp='1349206923' post='4986165']I did consider doing HTML5 (not exactly a platform but...) which also looked like a bit of a mess (aka needings tons of hacks to make sure it works properly on most browsers).[/quote]
This is going to be the case with pretty much anything that's multiplatform.

Also is it bad I have a better time with the Mega Drive than with PCs? Seriously, at least the former will not throw weird stuff at me, and that's considering I seriously abuse it (no, I don't use SGDK, I program the bare hardware directly) =P It sometimes annoys me that I can get a program on a 7.67MHz CPU run smoother than the OS in my 3.06GHz system...
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[quote name='Sik_the_hedgehog' timestamp='1349256020' post='4986324']
[quote name='Koobazaur' timestamp='1349206923' post='4986165']I did consider doing HTML5 (not exactly a platform but...) which also looked like a bit of a mess (aka needings tons of hacks to make sure it works properly on most browsers).[/quote]
This is going to be the case with pretty much anything that's multiplatform.

[/quote]

Not exactly, since with HTML5 coding you not only need to worry about supporting every platform, but also every browser, and like 20 version of each concurrently. There's only really one version of X360 or PS3 firmware/SDK you need to support.
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[quote name='MrJoshL' timestamp='1348800073' post='4984569']
I am at that phase in a game's creation where there is no concrete concept on my mind, just a bunch of alienated fragments of stuff I think is neat-o. I have a general artistic theme in mind and a few other things, but random ideas are still churning in my mind and I am wondering what exactly I want to devote many long hours of evenings, early mornings, and weekends to.[/quote]
You should want to dedicate your "long hours of evenings, early mornings, and weekends" to designing your game. If you don't even have a concrete idea yet, it is way too early to be thinking about business decisions (such as the target platform).
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