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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. Unity

    Quote:It's not a good idea to constaly change game engines (you don't want to become a 3D Realm), but it is a good idea to make the decision and stick by it unless you have no option but to change it. That is what i'm trying to avoid here, because I really haven't done that much my project yet, so I know that I would need to start from scratch if DB will limit the performance. C4 looks interesting, but 300$ is worth months of thinking. Atleast DB is free(although plugins are very useful but not free) Primarly I would prefer 0-100$ program because I'm quite sure that i'm not going to get money from it or do it in future. Just hobbying...
  2. Unity

    I'm wondering this too, I thought DarkBASIC was the only game engine beside huge commercial engines(Source liscense will cost you hudreds of thousands dollars so don't recommend it), so I went and started with DarkBASIC(it's free now) but now I think that it is not capable for large scale graphical games. It does offer a graphical features, but not really fast: http://www.youtube.com/watch?v=FSEg31Ug4rQ That is running in 40fps without much happening, add some particle effects, enemies with AI, etc. etc. and your game will be 25fps. I've done "minigames" 3 years now to get used what game making is, but now I've come to point where I'd like to start big scale FPS game, that is up to date with current graphical standards. As I'm doing this Indie, breaking limits is not my point and I know its beyound my reach (Graphical or game mechanical breakthroughts). I want engine that is capable in today standards for game (Motion blur, post prosessing, AA, 3.0 Shaders etc. you see in modern games) 3D modelling is not a problem, I can handle that pretty well to cover a game full of objects and weapons. Multiplayer features aren't needed though. I've already started my game project in DarkBASIC, 1200 lines written for basic movement and animation controlling, but what you think, should I stop with DarkBASIC now before I end up with 10 000 lines of code that is running in 15fps? DarkBASIC is constantly updated(7.5 now), so what comes to dated information, or some engine fanboyism, I'd rather not like to hear that. But I take facts as facts, better is better no matter what the preference is. I didn't ask this in TGC forums(very alive community, every problem has been solved in same day) because I'm quite sure of biased information towards DarkBASIC