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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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Roots

The Power of Open Source Game Development

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I had a personal experience with my project this week that I think is really cool and thought it was worth sharing.


I've been working on the role-playing game [url="http://www.allacrost.org"]Hero of Allacrost[/url] since 2004 in my spare time. I've talked about it on this site many times in the past so some people here might remember it. Recent years have been rough for me and I haven't always been able to work on it. I recently came back from a 15 month break where I completely detached myself from the project. Sadly, no progress was made by anyone else during that period of time and the project has been effectively dead, so I gathered the wreckage and get it off the ground once again.

Then I learned that someone who was disappointed with the lack of progress decided to fork my project into their own, [url="http://valyriatear.blogspot.com/"]Valyria Tear[/url], with a different story, new content, and a great number of new features that he added that were on our development task list. He's really made some awesome improvements to the game, which I am now able to backport and add into my own project. I've even decided to help him out with his project for the time being while I work on organizing my own, as working on his project is just as good for my project as working on my own directly, and he's in a better position to make some real progress right now.

I'm really happy about all this, and I feel like everyone wins. He gets a great starting point for his game with years of work already invested, I get a free "upgrade" to my project despite it being dormant for over a year, and the players get better, faster releases as a result. This is (just one reason) why I love open source software development. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] It has always been a personal goal for me with this project for others to be able to use our code in their own projects, and after 8 years it has finally happened.


A video showcasing his game in play is below.

[media]http://www.youtube.com/watch?v=bKo5wiqfc7A&feature=player_embedded[/media]

And for comparison, here's a video of my own project in development from about two years ago.

[media]http://www.youtube.com/watch?v=Aok94zFs9Jc&feature=player_embedded[/media]
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