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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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mistervirtue

Finished Pong - What I Learned

9 posts in this topic

I just downloaded your game. Your AI Paddle does a lot of jittering as if it's fighting against friction. Other than that, it worked smoothly.
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Yeah I have been working a lot the last few days. I plan to polish the game a bit more before I move on to my next programming project. Thanks for the feedback Alpha_ProgDes. I feel like I am on my way to bigger and better things. The first step is often the hardest but it is always the most important.
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This is the stage where most games go and die. I've made a few games so far, and all sit here, with basic mechanics are working, just waiting for it to be done... The problem I've found is that that last 20% seems to take 80% of the time...(the pareto principle). And I have so many ideas of how to reimplement something after i've done it, that I usually spend some time in the engine coding doldrums, and then move on to something else with my YAGNI.
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You are right polishing your game is 90% of the work at the end of the project. I am only have a few things i feel like i need to do. Make the AI a little bit better, add a score board, randomize the intial launch of the ball. I will do that this week. I have just started on working on Breakout today. I just want to keep this momentum going and keep working upon one sucess to lead to another.
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Congrats, Pong is a great first step. I finished my version only about 6 months ago but I've gone on, like yourself, to make a breakout clone, then a space invaders clone and a blackjack game. All have taught me plenty but the most important lesson was that if you program it well enough and really fine tune your code, the carry over from one project to the next can get quite large. That means you only have to program in the details on your next project instead of starting at nothing again, which will massively decrease the time it takes to make your next game.

Good luck!
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Congratulations... I'm gonna try it as soon as i get home. As other users pointed out polishing the game ( menu scores .. ) it's really boring compared to the game core and gameplay programming but extremely useful though.
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small steps, thats what its all about. Good luck on your next project, pretty much the path i followed since i did Arkanoid as my 2nd which is pretty much the same :D.
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