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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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Weapon S

newbie needs git "workflow" or something

2 posts in this topic

Hi y'all,

the past weeks I have acquainted myself with git. I know most of the basics (apparently not all of the basics :-X). My question is: what is the best way for me to work with git now? I work alone, but have multiple repositories for the same code. (One reason is back-up, the other is practicing with git.) I currently mainly work with "master". Non-bare repositories don't work well that way... (i.e. pushing doesn't update the working directory.)
[pre] Net
(bare)
/ | \
/ | \
PC1 | PC2
\ | /
USB/other PC's[/pre]
[What is up with GD's pre and code tags?!]
I guess this mostly resembles a "fully distributed" setup. So should I make a branch for each non-bare repo? Should I setup remote tracking properly? At what commands should I be looking? What is a good resource to read about this sort of thing? (There is A LOT of info on git on-line.)
Thanks in advance.
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The easiest way to work with the same repo on multiple machines is just to make sure you push your changes to some sort of central repo that all others can pull from once you are done for the day. You basically treat it as if it's not distributed and is more like SVN. There is no reason to deal with merge conflicts if you're the only developer!
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Thanks for your reply. I hadn't considered that... :-X That makes the most sense. I wanted to avoid the internet, to save the kittens who live in the rainforest ;) But I can see how going centralized is the easiest. I guess I could make the USB bare too, and make a copy when I need it.
[quote]There is no reason to deal with merge conflicts if you're the only developer![/quote]
There's one good one: practice. I can hardly really screw up, and it gives me all the problems you have in a real distributed workflow.
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