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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.

Pete Rosetto

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  1. Hi Everyone! The reason I'm posting this is in reference to a STAR TREK project that we are developing...   We are all professionals on this project.  Personally, I'm a seasoned software engineer because of Star Trek... I studied electronics in the service and eventually migrated into the software world and have 10+ professional years.  Basically we are seeking other professionals in a wide variety of disciplines to support the development of this project... If you're interested in possibly getting involved then please send us an email at the address provided in the flyer.
  2. This is a very interesting topic. I am currently discovering the same delima; that sperical terrain generators are not available. The fact is, there really isn't a spherical coordinate system that will allow fractal (or plasma) height mapping. I am currently attempting a new approach to this and would "love" some feedback. Basically there are several (80 that I have found) mathematical polyhedrons. Concept 1: Each FACE of the polyhedron would then be a 2D plane which could be 'mapped' using a standard terrain generator. This would get us close but the result would still not be a sphere (or ellipsoid). Also, we would be applying two separate coordinate systems, one for the polyhedron and the other for its FACE. Concept 2: This is similar to Concept 1 with the exception of the use of a standard terrain mapper. Basically, (and I have still not resolved all of the math) the polyhedron-function would continue to attempt to create a polyhedron of more and more FACES. Similar to how the recursive plasma function works, a recursive function would resolve down to 1R resolution. Like I have stated, I have found 80 mathematical polyhedrons but I am not certain that my second concept (above) will enable the creation of a recursive polyhedron function of n-FACES.... Any Ideas?
  3. So, Adobe's the ticket, eh? If I'm understanding you correctly, I could reasonably develop the GAME (UI) on my system using FLASH CS4. Then I would locate and applicable service to handle the server-side application. Don't most of these games (the detailed ones) have most of their API's stored locally? What does the server-side programming entail? Or do I even have to ask? Or want to ask?
  4. Hi: Although I am an experienced software engineer (20+ years), I am quite new to all of this on-line programming so please bare with my ignorance. What EXACTLY do I need to develop a FLASH-based game, like FARM TOWN, for FaceBook? What development Applications do you recommend? Where can I get information on how these games store and share user data? thanks guys