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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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jellyfishchris

Late night coding

4 posts in this topic

As a former Teaching assistant at my University, that code would probably rank as some of the better code I've seen from University students.

While a bit unfair to poke fun at student code, it's always good to have a good laugh at yourself once in a while.

When I was a student I'd always have a bunch of "well it worked yesterday" moments due to late night coding gaffs.
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I look at a lot of my University Assignments when I submit them and I go "I love this code.  Great looking code."  Then a week later I'll look at it again and be like "what is this crap?" 

 

Last semester I had to pull an all nighter to finish a programming assignment for my University.  At about 4:30 in the morning I ran into one last bug that was keeping it from being finished.  It was killing me.  I finally said w/e I'ma go to bed.  When I finally woke up I found and fixed the bug in literally one minute at looking at the code again and the mistake was a simple mistake that happens when you first start programming.  Oh I love late night coding.  lol.

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May years ago when I was still young and handsome I'd literally stay up for days on end continually manufacturing and consuming iced tea and writing Ruby scripts for RPG Maker. Toward the end of the consciousness curve I'd generate some really really scary stuff that would actually run correctly. I'd end up passing out at the desk and after convalescence I'd look at the gibberish I'd written and not be able to understand how it worked. Edited by Khatharr
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My roommate pulled off somethings similar one night. After working all day on a project, we were both stuck at the same point and could not get any further. We gave up for the day and went out drinking with friends. That night, my roommate decided to do a little coding on the project. When he woke up the project was working and he couldn't remember what he had done to fix it. That was the only time when drunk coding ever paid off. All the other times I've seen it the results were less than spectacular.

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