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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.

entivore

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  1. Quote:Of course, the critical difference is that it's much, much, much easier to make a working version of Press Your Luck and Wheel of Fortune than a MMORPG I think part of it is the nagging "would someone want to play this?" factor. Sure you could make another tetris or jeopardy clone, but all it'd be good for is showing off to people "hey I made a tetris clone." I agree that an RPG is hard (in the sense that it takes so much time, art, etc.) but even a primitive one with a system the style of dragon warrior or final fantasy can be fun. Perhaps the problem is not so much people wanting to make RPGs as it is standards being set too high when making an rpg. An rpg can work with minimal graphics, animations, and sound (remember castle of the winds anyone?)
  2. Ah, so much better. Now I can take a look around without destroying my retinas. Danke
  3. It's been almost a year since I last looked and boy has it changed. I distinctly remember gamedev having a dark background... so shock and surprise... it's all bright now. What a shock to the system.
  4. Yeah, practice makes perfect as the old saying goes. One thing to try, is maybe make an entire program in psuedocode. See if you can describe every important little detail. Then try to convert into code. You should see which spots your thinking is too vague on and be able to improve them.
  5. I think it would be interesting to hear the stories of everyone of how they came across/joined gamedev's community. As for myself... I was looking for places to spa.... er I mean advertise... my need of a sprite artist. Never did get one that way. Almost, but they always lost interest. So be it :P. I stick around because it's nice being able to post when you're totally stumped on some code problem. (like the time I learned F10 is a system key)
  6. I also use borland c++ builder. You can use it as a standard plain vanilla cpp compiler, or you can take advantage of the drag-and-drop visual-basic like stuff which is really helpful for making certain types of programs (like data editors and things who you don't want to waste time designing interfaces for) The only thing though... (I'm using version 5.0, so they may have fixed this) there's this annoying "code insight" thing that gives you info on anything your mouse highlights, and you can only partially turn it off. Occasionally while I'm scrolling my code it'll lag for a second as it searches through the files for related info. Of course I code on my old computers and do everything else on my new ones so I'm not sure if it would stall on a reasonably fast machine. (Difference is Like 2 GHZ win XP vs 400 MHZ win 98)
  7. I got what I wanted..... a japanese PS2! There's a surprisingly large number of english words in those japanese games. Merry Christmas. Happy Holidays.
  8. What are your favorite spyware/adware/antivirus type programs? I like adaware, spybot search and destroy, and hijack this.