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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 froop

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  1. I've been programming in c++, php and javascript for years. I'll never forget those. Objective-C on the other hand? It never got past my brain barrier :)
  2.   I agree, but I've already spent way too much time in Skyrim without any dlc lol.
  3. Thanks for your suggestion. Will definitely check it out.
  4. Skyrim is extremely cheap now. If you haven't played it yet, here is the chance. http://store.steampowered.com/app/72850/
  5. Just got Divinity II: Developer's Cut. Would have gotten the anthology, but I already own Divine Divinity (one of my most favorite RPGs) and Beyond Divinity.
  6. Every game is getting pirated at some point. Just this one will be pirated a lot more :) "No DRM" basically means it's ok to pirate it to some people I'm sure.   They might be able to get away with it because the whole "No DRM" thing is giving them a ton of publicity right now.   In any case, I'm really looking forward to the game and big-ups to CD Project for going the risky route. Seems like a definite purchase.
  7. Thanks for all your answers, guys. I'm glad that I'm not the only one who sometimes feels like this. Definitely some intersting perspectives that I'll keep in mind for the future.   That's indeed true. I've got to be thankful, but it's damn hard when my desires as a programmer are so unsatisfied. I don't want to spend my while live fullfilling peoples dreams while my own dreams fall by the wayside.   That's a good way to look at it. What doesn't kill you makes you stronger   Sorry for leaving out the details. Mainly wanted to see how everyone else copes with frustration. We have the source code of the app, but I can only extend it by writing plugins because the app is maintained by the company who wrote it. They are in the process of refactoring a lot of things, but they still got a long way to go. It's a huge codebase, written in PHP and Javascript. A lot of magic going on, kinda hard to debug. The lack of documentation on how to work with it is my biggest problem.   This is actually how I'm feeling right now. I guess that's not uncommon, most people I know don't have their dream job. But I'll refuse to live my life like this in the long run.   I'd love to hear it
  8. Currently I'm working with a codebase at my job which I think is absolutely terrible. Documentation is largely missing, there's a lot of inconsistency, singletons all over the place, and on top it's slow as hell. So after spending two hours today trying to do something that would take a couple of SECONDS in comparable applications, I lost containment and gave my keyboard a "mild" slap with my flat hand. Others in the office noticed that and I felt pretty ashamed and frustrated. I'm the only one working on this project, so nobody would probably understand my pain.   Do you ever have situations like this and if so, how do you deal with it?
  9. It's been 2 months or so since I've worked on the game but from my memory:   No ressource management - Three will load the same assets over and over if you don't handle that yourself No batching, no instancing No spatial structure, all entities are in a flat list Had to write custom shaders to make shadows work with sprites Bump mapping and environment mapping don't work at the same time Shadows don't work with pointlights No support for deferred rendering out of the box   Yes, those aren't extremely big things (except for the batching), but I'd love if all those features were available from the start, because I'd rather spend my time making the game than extending an engine. So I was wondering about alternatives.
  10. I'm looking for a WebGL engine. I've started a project with Three JS, but I came to a point where I have implemented so many features myself, that I could as well write my own. Also developement isn't very active anymore.   Game could be compared to Sacred 2 (continuous world). Map is random generated, so I don't need an editor. A good API is what I'm looking for.   What are your suggestions?
  11. I'm trying to get more sleep, smoke less, get more exercise, waste less time on internet and... program less. Programming addiciton IS real
  12. 1) What was the first programming language you studied? - BASIC   2) Did you have any Computer Science background before your first language (ie: boolean algebra, memory organisation, algorithms)? - No   3) The first language you studied was it self-taught, formal instruction, or both? - Dad-taught   6) What kind of environment did you first program in (ie: the IDE or text editor, and the OS)? - MS-DOS
  13. Usually both, but programming some nonsense that only a fool would come up with for some idiotic customer is usually just boring work.   So yeah, interesting project = fun, silly project = torture.
  14. hands down   http://www.youtube.com/watch?v=TVAdqjv-ltA