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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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Tutorial Doctor

Re-factoring For a Beginner

3 posts in this topic

Phase two in the learning process:


So, I have done a few quick edits to someone else's code when I knew it wouldn't be that much work. For instance, recently I had to take all of the text in a javascript file and make it internal within a <script> tag in an html file.

Easy Peasy (easier peasier at least)

I've also taken code that had no functions, and put sections into functions with parameters.

That wasn't that bad.

But now:

I need to take code scattered all over a forum, create classes using related code, change the names of all functions and/or variables to more obvious names (if needed), put grouped code into functions with useful parameters (if needed), and package this code into their respective file names (by class). Also, I am trying to make a demo level/game that demonstrates every aspect of the code (how it is used).

I made an attempt here:


How I am making it easier on myself:

I have a document automation app called Editorial that is going to make the re-naming a lot faster (once I have the code organized a bit better). I could also use it for adding functions with parameters to my code faster, and editing existing code (using regular expressions and such).


How can I tackle this in an organized and efficient manner? Step by Step?
How should I package it? As a separate file for each class, or as one file with all classes in it?
The demo game? What could it be like? Style?


I am programming in Lua, so I have more freedom when constructing the way my object orientation works.

One more Thing:
I also have to make several control schemes for the demo game. Edited by Tutorial Doctor

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Very good tips so far HappyCoder. I actually broke something for the project linked above, and couldn't figure out when it happened. I was doing something with a particle system.

I did do small tests and as I went, but I guess I need some way to track the memory usage too (started to get lag at one point, and couldn't diagnose it).

I'm not too deep to change my approach though.

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