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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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TheScriptan

Programs To Make (I Have No Ideas :( )

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Hello everyone, so I started learning Lua, because I want to jump into Love2D engine, but I need to get good practice of Lua, but I have no ideas what to create with lua, I watched tutorials and stuff, I understand something, but don't know where should I use all the things that I understood, maybe you can help me guys, I just need some tips, what programs to make only in CONSOLE_APPLICATIONS! :)

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Well I never learnt Lua in this manner (I came from knowing other languages so was mostly a question of syntax and API's for what I needed) but my first console games in other languages were based on some of the simple pen and pencil games. E.g. tic-tac-toe, connect 4, etc. The players in turns just had to enter the coordinates for there move (just the column for connect 4) and then I simply drew the updated grid with some ASCII chars. Then there is the additional logic for detecting winning moves.

 

I then mostly skipped the text adventure and other more complex console stuff and did some 2D stuff like pong and space invaders, as well as GUI application programming, moved onto rendering 2D stuff with D3D or OpenGL, then eventually full 3D.

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Texture atlas assembly for nonconvex sprite shapes: the program is given general polygonal shapes defining the important pixels of input images and it's smart enough to fit (taking an alphabet as example) the vertical stroke of a T in the hollow of a U or the biggest possible punctuation in the holes of the D and the O, doing much better than the more popular approach of packing rectangles preserving useless pixels.

 

There's everything: nontrivial text and binary inputs and outputs, novel and/or interesting algorithms (mostly heuristic and approximate) but with a graceful fallback to stupid and proven approaches, lots of performance-critical heavy lifting, the challenge of good overall design, a useful purpose, and prospective integration with a 2D game engine.

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Texture atlas assembly for nonconvex sprite shapes: the program is given general polygonal shapes defining the important pixels of input images and it's smart enough to fit (taking an alphabet as example) the vertical stroke of a T in the hollow of a U or the biggest possible punctuation in the holes of the D and the O, doing much better than the more popular approach of packing rectangles preserving useless pixels.

 

There's everything: nontrivial text and binary inputs and outputs, novel and/or interesting algorithms (mostly heuristic and approximate) but with a graceful fallback to stupid and proven approaches, lots of performance-critical heavy lifting, the challenge of good overall design, a useful purpose, and prospective integration with a 2D game engine.

 

Is that a beginner-level project?

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How about a text-exploration game?

 

20 rooms, several locked doors, several keys, several switches.

You start in Room X, and getting to Room Y completed the game.

 

No NPCs, but each room has a description loaded from a text file (not written directly in the program).

 

You have to have a room object, a list of new rooms reachable from that room, and the keyword required to go to each room ("North", "Trapdoor", "Ladder", etc...).

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