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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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superman3275

For Beginners: The Importance Of Object Oriented Design

7 posts in this topic

[sub][size=5]We got good stuff here! Amazing how each time that I come to this website the people, information, and help causes my understanding to grow.[/size][/sub]

[sub][size=5]Thanks, so much! [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img] [/size][/sub]


[sub][size=5]Clinton[/size][/sub]
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[quote name='HappyCoder' timestamp='1350158468' post='4989876']
Assertions

Assertions are great for catching bugs right when arise rather than when their effects have been propagated through your code. Whenever you write a function and you are making assumptions on the data you are going to operate on. Put this assumptions on as assertions. For example.

public void foo(int index)
{
assert index >= 0;
// do stuff
}

public bool binarySearch(Array data, int value)
{
assert isSorted(data);
// do search
}


These assertions will take more processing time in a debug environment but once you release the final product they will be gone. Using assertions is very useful for tracking down bugs early rather than later. It is almost counter intuitive but making your program crash when something is wrong rather than silently ignoring it will result is code has less bugs as it will help you track down problems sooner. If you aren't familiar with assertions I would definitely look into it.
[/quote]
I think when talking about assertiions there should be a discussion of when to use assertions and when to use exceptions. I'm not saying for you to do it. But the question has been raised before. And beginners tend to think that one can be used for the other. Which is not always correct.
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[quote name='TheChubu' timestamp='1350165539' post='4989898']
Now if the input of the binary search method is incorrect, you'd raise an exception. Or at most, use an assertion after trying to sort the collection to check if the sorting algorithm works.
[/quote]
Interesting. I've always wondered about pre-conditions and post-conditions for a method. I thought that something that you'd use assertions for. Whereas exceptions are to handle "unexpected" errors. Edited by Alpha_ProgDes
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This forum isn't a place for people to post resources for beginners, but rather one for beginners to ask questions and engage in discussion. It's not your blog either; this kind of thread is more appropriate for a journal post or for hosting on your own blog.
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