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      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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Vincent_M

UNICODE Fonts

2 posts in this topic

I'm making a game I'd like to translate in multiple languages. It's in iOS, and I'm using Apple's NSString interface for holding all text displayed to the player in UNICODE encoding. So far, I'm using Arial for all of my text, but it's getting bland over time. I'd like to use some nicer fonts. Are there any good resources for UNICODE fonts?

My primary concern are languages that use totally different character sets such as Japanese, Chinese, Cyrillic, etc. My theory is that I'd end up having to find a language-specific font, then transpose the Japanese characters out of UNICODE values, and into the Japanese UTF-8 (maybe 16-bit?) format since that's what the Japanese font may be stored in... Not sure though.

If I wanted to translate my game into these language, does anyone have any advice on using font for these languages?
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I recommend choosing a nice looking font that suits your game with good European language support (that means support for all the accented characters in the ANSI character set or extended ASCII set). Then use an entirely different font for your Japanse/Chinese/Cyrillic version.

The reason is that if you go out looking for a font that has good coverage for every language under the sun, you will restrict your font selection so much that you'll end up with something that's either Arial, or exactly as bland as Arial.

You may worry that the Japanese version ends up with a blander font, but I think that at the sort of font sizes you typically worry about in games, the priority for Japanese characters is readability over style anyway.
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I like your thinking there, and there are a lot fonts out there that include all the accented letters in them, so I'll go that route. I'll put support for the more exotic fonts on hold for now.
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