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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 joshbyrom

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  1.   While I do not share the same experience with CryEngine being laughed at, I will say that (depressingly) nearly every indie team I join wants to use Unity to create their game, and every new team member almost immediately assumes we will be using Unity despite its cost and flaws. The last team I was on had the absolute worst asset chain I have ever had the displeasure of working with, all in an effort to bypass Unity "features."   Unity is a great product, but it has a way of turning the ideas in your head into clunky and unwieldy messes. It effectively turns small, simple projects into twisted nightmares, unless everyone on your team has some experience with the software, which is ironic because the push to use Unity usually comes from non-coders as well. I do not foresee it ever having a large presence in AAA game development.
  2. I would just like to point out that saving the game remotely adds complexity and further requirements to your project without providing a feasible return in most cases. Intercepting the call for a save game file and injecting your own is a lot simpler, in many circumstances, than performing intense decryption. Many forms of encryption, worth a lot more than any save game editor, have stood the test of time for dozens of years.
  3. Also, if the costs are not dynamic, you could pre-calculate them or cache path results between nodes and use the nearest point on the path as the starting node, etc.
  4. Works fine on JSFiddle: http://jsfiddle.net/E6bn9/2/
  5. Having worked with Slick2D, I feel like I should point out that it isn't an engine, just a library. If you decide to use it, expect to write a lot of code. Another bit of advice I can give, regarding Slick, is that Slick's support of the Tiled software is less mature than that of libgdx, which I have also worked with (very) briefly. I have not worked with GameMaker, however, so I defer to the above posts, but everything I have heard about it, lately, has been positive.
  6. Something like this: http://jsfiddle.net/ZCNPL/?
  7. For decoupling, I generally recommend the Publish-Subscribe pattern, which is particularly useful when sending messages over a network or when listening for UI events like mouse clicks, touches, etc..   An article showing an implementation in C++: http://rtmatheson.com/2010/03/working-on-the-subject-observer-pattern/