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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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makuto

What should I do with all my code?

6 posts in this topic

So, I've been programming for a few years know and was wondering what you guys do with all your code. Do you just keep it on your hard drive, have a personal Github, or just remove it when you're done with it etc.?
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I have a Subversion server setup in the corner of my apartment on an old laptop of mine. All my projects are checked into a repository on that machine, and I have local copies of the projects on the computers I work with (a laptop and my desktop machine). Seems to work pretty well. I know version control isn't backup, but it's close enough to fit my needs.
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I've got a home Linux box that I use as a Git server that I push all my projects to. They just live on there when I'm not working on them or have abandoned them. My old code from several years ago (when I was newer to programming) are backed up in a folder somewhere... I'm not sure exactly where...
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Got an online SVN server. Probably not great. The rules are always have 2 or more copies of your files. So:

1. Set up an online SVN for ease of use
2. Get an external hard-drive and clone the SVN repository to it, update this hard drive with fresh source from the SVN repository often.
3. Clone your svn repository where ever you need it.

The copies on your computers count as copies too....

Or you could get a network accessed external hard drive and use that as a file server, set up git, svn, mercurial on it (if you can), and commit/update from that.
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I'm currently using [url="https://bitbucket.org/"]bitbucket[/url] to host my code (using git) as they offer free private repositories for up to 5 users.

Most of my very old stuff is sitting in harddrives stacked under my desk. When I got rid of my most ancient computers, I took the hard drives out and put them in some cheap IDE enclosures. I still have some Amiga floppy disks in a bag somewhere with code on them.

I keep everything, I am a real code hoarder[img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] My current project contains some bits of code which I wrote over ten years ago for a completely different platform.
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Thanks for all of the suggestions! I set up a Github account for myself to keep all of my code.
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