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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.

Sir Funk

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  1. I think it is a good idea to play games if you make games.   Unless you work at EA.
  2. Great article! Thanks for posting! We need more like this!
  3. Keep up the great work! This is one of my favorite projects to keep tabs on, so I'm excited to see how it turns out. I'm really interested to see how these new design decisions will play out. I think you have the understatement of the year when you say "[color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][left]I feel this is a big game play change", hah! But I think it's an interesting idea worth exploring and I'm intrigued to see how that decision plays out![/left][/font][/color] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][left]Keep on, keepin' on brother![/left][/font][/color]
  4. I like the idea of having it updated Sunday night. For me, I like to do all my Weekend Reading on Monday morning when I don't want to be productive at work, so it works for me. Very rarely do I do my "weekend reading" on the weekend! Thanks for keeping up the good work!
  5. Hey, how's the progress coming along?
  6. My game design idea of the day: a Roman era slave trading/training/fighting game. Think Pokemon meets Spartacus!
  7. I think I'm most interested in a good clone of the old Syndicate game. Seems pretty reasonable to do in my opinion. I loved burning people up with my flamethrower
  8. That happens quite a bit, but I wouldn't say the majority of the time. Perhaps just on things with higher hacking difficulties it happens more often, but I find the majority of the time I can just hack the Enemy CPU node and be done with it.
  9. I'm about 20 hours in and having a blast still! I have a lot of gripes with the game, but it's still a great game. Maybe ~8/10 overall? First, only being able to regenerate a single energy bar no matter what augs you have is just dumb. A terrible design decision, and it makes the lack of any melee other than takedowns a real problem (and why does a takedown take energy anyway?). It DEFINITELY makes a lot of the manual activation augs like Stealth, pretty darn useless until they release their first DLC--a GNC Nutrition store to supply you with the hundreds of energy bars you'll need to fuel them. The augs also feel mostly worthless. Other than the hacking augs, are any of them TRULY useful or exciting to get? Sure, it's nice to pick up refrigerators, and stand in electricity or poison gas the one or two times per game that it was useful, but otherwise I didn't feel like any of them were a big deal. On my second playthrough, where I intend to go guns blazing, I might feel differently about some of the combat ones, but for a stealthy/pacifist character, they're pretty useless. The boss fights, as many have said feel really out of place and depending on how you approach them, are either very hard or extremely trivial. Why you would outsource boss fights is beyond me, but whatever, each of them are easy enough to trivialize if you don't enjoy doing them. I also wish your decisions/actions would influence the story a bit more. I didn't like the fact that saving/killing people didn't really affect anything outside of them giving you an extra one-time reward or not. I wish it was all more integral to the story, but oh well. How long did it take everyone to find out that if you just capture the "enemy CPU" node in hacking segments that you got all of the rewards as if you hacked each Datastore node itself? I must have been more than 3/4 of the way through the game before I figured that one out.... lol
  10. Thanks for the post! Keep us updated with what you find out. I'm very interested in knowing some tips and caveats you find while developing for multiple platforms simultaneously. In my future projects I would like to target Win/Mac/Linux and code as generally as possible to make any specific porting I have to do minimal. I second O-san's recommendation of Code::blocks. I've been using it for a while on my work computer and I enjoy how robust and powerful it is. Keep on keeping on!
  11. I've been following the development of this engine for a while now and I really like what you've done in pretty much all aspects of it! &nbsp;Keep up the good work!<div><br></div><div>I think the dialogue system looks functionally great and is very polished. &nbsp;I like the addition of portraits and I think it works very well how you have it laid out. &nbsp;My only suggestion is that, on a personal level at least, I think the gold borders around the portrait and chat boxes are probably too thick. &nbsp;It makes me think it's a bit more clunky than it really is, and I think thinning those out will allow you to see 4 dialogue choices instead of the 3 that show up now.</div><div><br></div><div>But it really does look great, especially when you see the rest of the engine in action!</div>
  12. Sorry to not contribute to your topic, but if I may ask, why did you move on from SDL to SFML?
  13. Regardless of any critique to the content or style of the article, this post came up on my front page Google News under my "Computer Programming" section. That's pretty cool
  14. Let's say you were going to write a game and you wanted to release on Windows, Mac, and Linux as simultaneously as possible. What kinds of things do you need to be mindful of when writing your code to make it as compatible as possible? Obviously choosing a multi-platform graphics API is probably a good bet, but what other pitfalls should one watch out for/take into consideration when designing and programming?
  15. I've recently started going through the LazyFoo tutorials myself. One thing that I've found helpful is to go through the tutorial itself (not the source code attached to the articles) and type everything in yourself. Even if you're transcribing it word for word, you're at least sort of "doing" it yourself and committing it to memory a little bit more. Also, after I finish each tutorial I like to mess around and change things up a little bit, adding to the functionality each time.