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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. Hi I am currently in the early stages of developing a 2D mobile game in C++ using cocos2d-x and box2d to handle the physics simulation. It is meant to run on multiple platforms and eventually I am planning on adding a mobile cross-platform multiplayer aspect which I would like to also be able to run over the mobile network. Looking ahead I understand that due to float handling and device architecture differences I would get differences in the physics simulation between devices. The gameplay is turn-based ( 1v1 )and asynchronous( players should be able to take their turn at any point in time regardless of how long ago their opponent moved ). Each turn has two phases in which first: the player will first move all of his characters and next: be able to attack( phase where the physics simulation will take place ). Ideally I would be able to replay the events which occur in one simulation onto the other device. What is the best way to set up networking architecture in order to maintain the same physics simulation ( or results ) on both devices? Should I run the simulation on one device and then send the resulting information to the other? Or should I set up a server which could handle user input, simulate the physics and then send that to both devices? From what I understand about synching physics in games is usually people fix the TimeStep and GameTicks across devices however this is more for realtime synchronization correct? Would this be useful for my project since the physics does not have to occur simultaneously ( just needs the same output )? Are there better techniques I should look into? I am new to networking so any information one any viable techniques could be useful although I have done some research on the subject. I would also consider writing my own physics to bypass issues with network integration.