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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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About Jonathon

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  1. Obviously, a programmer who has worked on a similar project might begin aggressively, but if this is really your first big project it might be best to begin at the very primitive level. Personally, I like to do things in painstakingly simple increments. I begin without any graphics whatever, testing on a command line. A very basic set of input commands can be tested by having each tested action printing a brief message. Press the 'K' button, and a kick () method is called, etc. It's tedious to work in such small steps, but by testing your code after each significant change, your code will be reliable. Next, very simple sprite graphics can be created -- blocky little things like the old Commodore 64 games used. That might keep you from losing your mind and ditching the project in frustration. Collision detection need not be tested graphically at first. Keep in mind that these calculations involve basic mathematics, so they can also be tested from the command line. Soon after, test them using simple circles on a 2D screen. Artificial intelligence can be developed after the basic game engine (minus graphics) is working. Before beginning the AI, have friends play your game against one another. They'll hate the blocky graphics, but tough! I would most likely try to expand the basic game at that point -- more detailed moves, and matches that can actually be won and lost. (As I mentioned, I work in painstaking madness.) Last I would work on either the AI or graphics. I am not particularly skilled in graphic art, but there are many fine artists who could benefit from the experience of working on such a project. I expect it would look good on a resume, also. The great ulterior motive here is to have someone else do a lot of work on the game. I should point out that I have never created a fighting game myself, so a lot of what I have said may be questionable advice. Gamedev is a great place to meet experienced and professional programmers, so you should be able to find the help you need. You might also check out www.gamasutra.com and other sites. I think this is a VERY ambitious first project, and will likely be far more involved than you imagine. Just remember that the most important virtue of a good programmer, aside from solid code, is perseverence. Feel free to take a break and work on other projects, but don't abandon this one. Stick with it, and you can (eventually) make a fine game.