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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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Go Live Editor

2 posts in this topic

I've made a simple live editor for Go.
Here's a short video of it in action:


It's kinda like the Go Playground, except it runs locally (hence no restrictions on what you can do) and shows program output as you make changes to source code (no need to press any buttons).

The project source code is located at: [url="https://github.com/shurcooL/Conception/tree/simple-live-editor"]https://github.com/s...ple-live-editor[/url]
I've made a binary for OS X (hopefully it works on 10.7+): [url="https://github.com/downloads/shurcooL/Conception/Go%20Live%20Editor.zip"]https://github.com/d...Live Editor.zip[/url]

Let me know if it works for you and what you think. Feel free to fork, contribute, etc.

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On this topic, I want to share the following very insightful article:


The comments offer a lot of value too.

Clearly, a simple live editor is not the be all end all goal, it's just a start.

It was very reassuring for me to see a lot of people having similar thoughts about the need to abolish our reliance on files as a tool to organize code. We work with higher level concepts like classes, functions, etc. and I hate being thrown out of the current IDE

Another common thought was that the Language by itself is not everything, neither is the IDE on its own. What we should really be focusing is the combination of the two, as that's what the end user (the programmer) uses. So there should be less "programming language designers" and more "programming experience designers".

There is also some work to find a better replacement for storing source code as a sequence of plain characters in a text file. For instance, see The Larch Environment video.


Finally, another common thought was that in order for a newer and better system to gain traction, it should offer a smooth conversion path from the existing text/file-based source and tools to the new system, rather than offering a completely stand-alone experience. At least, that's one way to go about it. You'd have to be very daring to try and do everything from scratch; the value offered would have to overweight so much resistance.

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