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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 polyorpheus

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  1. [quote name='Newwisdom01' timestamp='1295238443' post='4759931'] Hey forum, It's been a really long night studying for my CIS 163 class, or rather, trying to learn up different concepts that I can possibly apply to my latest project for the class (CIS 163 is, by the way Java Programming II). I know, a 100 level course must seem really mundane and elementary to you - which has me at my latest conundrum. I want to be in game development, I have a lot of ideas and if I give up on this, I'll never get to express them. I'm trying really, really hard to understand this material. I figured, the closest thing to creation is programming... at it's roots. But it's just not sticking T.T I feel like the examples I'm given are not applicable to what I need to do. I have spent hours and hours looking over materials on the web, looking over my course book, looking at different pieces of code and I just cannot bring it together in my mind, to figure out how to apply any of it. I'm becoming so discouraged, but I don't want to give up. I hate asking for help because, even though it was very rudely put it makes sense, if I keep asking for help on this stuff, I'm not going to be able to work independent. I won't always have a hand to hold in my future of programming, and when I don't have that assistance to help me through anymore, will I be able to make the cut? My biggest fear is no. I mean, I have been tasked to make a Connect 4 game, which should be a sum up of everything we did in CIS 162, but when I go to start the project, I just draw a blank. It's basic arrays, conditionals, GUI; stuff I should know... but I don't know how to put the pieces together. I feel like everyone else around me is getting it, but I'm just the cattle in the back of the herd, falling behind. I've never had great insight into the actual career of Game Development. I was going to Davenport, which had a major in Game Development, but I transferred to Grand Valley because I was told it was more accredited and more impressive to employers. Since they don't have a "game design" major, I picked my next closest interest (looking at what I wanted to do as a whole) and that was computer science. I've looked online too, and I've noticed a lot of people saying that a degree in Computer Science is a good one to have for this field coupled with a year or so of technical training in a game design school, while many other people simply say, "Just try making your own games for training" or "I didn't need college to be a successful game developer". This day and age is different though, and if I want to pursue my interest I know I need that fancy piece of paper. I'm sorry for just bursting out like this, but I've been apart of the community for a while and haven't posted a whole lot, and I know a majority of the people here know their stuff in this field and I guess I'm just screaming out in the wind. Now for some rest for my 9 AM class tomorrow XD [/quote] I'm in much of the same boat in terms of trying to get an idea in my head into programming. I don't know what kind of rules your class has in terms of collaboration, but often, if I get an idea from another student on how to approach something, I take that and look at what will work and what won't and offer changes, to which other people do the same. It's hard to have a beginning idea on how to start, but once I get an idea on how to go about programming it, it goes downhill from there. For the connect 4 game, you could look at the board as an 2D array with 3 possible entries for empty, blue and red. You could have a command-line version working (e.g. type in something like "red 2 4" where 2 and 4 are the column/row numbers) and play with that until it's working. Then you can replace the command-line outputs with the graphics/mouse input or however you want to do input.