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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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  1. I like it! Keep up the good work :)
  2. For bugs that are hard to re-create or seem random I usually find extensive logs very useful. So one idea is that the developers integrate some heavy logging into the game and then try to dig up the bug :)
  3. I did a quick check and I can say you have invested quite amount of effort in this game. So congrats on reaching beta :)   But I didn't orient well in the UI and quit it after a few minutes. 
  4. Thank you all for the answers, there are lot of useful ideas. When I come up with something I will share.   For now just a screenshot for my own motivation:  
  5. Hello guys,   I am developing a Roguelike game as a hobby and I am at the point to decide about the combat system. For now it is very basic, each character has 4 attributes: Attack, Defense, Damage, Health. Only melee combat is implemented as follows: if (Attack > Defense) then Health = Health - Damage But I also like to implement ranged and spell attacks. So do you have any suggestions for combat system? I would like to keep it simple and fun, so novice players won't hate the game at once   Have a nice day!
  6. I am currently working on a very casual project - building a roguelike game. It is for Windows and I am using VS2012, C#, Monogame framework. For source control I use git, the project is hosted on github.com. If it sounds interesting to you, maybe you can send me a message here. Just to warn you, this is a hobby project on the side, so i am not always active.   Have a nice day.
  7. Greetings for the finished game, but don't dive in the deep with the network stuff. Continue working on 2D game clones (e.g. breakout, tetris, super mario). 
  8. Oh my, Dune II, my all time favorite RTS. Bringing the memories back! :)
  9. one question that is kind of offtopic: how will you handle the multiplayer part as most roguelikes are turn based?
  10. Hi there, First, congratulations on the game, it shows that you have put great effort in it! Keep up the good work :)   And now my feedback. I am a huge fan of this kind of games, but I have found only few to be good enough to spend time for them. Unfortunately your game is not on the list. I created an account a few weeks back, logged in and ... I got lost. Tried to follow the tutorial hints but after a few they got really unclear. I had to discover on my own where are certain buildings and how to build them. It was not simple and not fun. Maybe I didn't get to the fun part, but I doubt that a casual gamer will pass my efforts. And yes, maybe if you get used to it, then it will be easy, but in the beginning is not :( And that is what drove me away.    Of course, building such a game is not easy and again I want to congratulate you on the efforts and I hope this game becomes really popular! :)
  11. Hi, I didn't quite understand your extension idea, but what do you mean "the level editor should be able to import its own graphics without opening Visual Studio", why is that not possible?
  12. Hello,   I assume that you want to develop an arcade fighter as "Street Fighter". I also assume that you will use sprite-sheet for your characters. Given that for pixel perfect collision you should calculate for each stance/animation in the sprite-sheet which pixel is empty and which is part of the fighter. Then in every Update method in which you detect for collision you do: 1. take the current animation of both fighters and their respective position 2. check if rectangles (around the characters) collide 3. if they do then you do check for each pixel of the colliding part of both rectangles and if there are pixels that are from both characters then you have a collision   The algorithm for step 3 is pretty simple, I think you could easily find it online, I could give you the code too.    Of course those calculated arrays with empty/non-empty pixels should be already loaded and re-used every time in the collision detection. Calculating/Loading them on the fly will be a killer :)
  13. My work coding setup has a 2560x1440 and a 1920x1080 connected to my desktop, and another 2560x1440 connected to my 1280x720 laptop. I could see the need for another couple of 2560x1440, if I could convince the company to shell out for them...   Can you elaborate about your coding setup? I am using one VS 2012(rarely 2 or 3 open at the same time), SQL Server management studio and couple of browser instances, very often notepad ++ and git shell are also open, and all this I can handle on a single 22" monitor. Yes I could use another monitor, but I DON'T REALLY need one. So for me 3-5 monitor setup for coding is really out of this world :)
  14.   Come on, 5 monitors for programming... I can't even image that. :)