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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 jusCurious

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  1. My game is set up similar, i have all my subsystems under the Engine class. You say that your state objects hold all data for a given state and hand the objects to the logic system and Render sysyem every frame? does this mean that your calling a State.logic() and State.Render() call every frame? -Ryan Edit: just read your edit and that clarified things a bit, this system seems very similar to my Screen system with screens being under Engine instead of Rendering, Thanks for the help
  2. I am curently having a problem deciding on a broad scope how my game engine will be structured. One important thing that i am looking for is separation of logic and rendering. In order to do this my first idea was to to have a Engine base class and have two composited classes, Logic and Graphics. This all works until i try and implement a state system. I do not like the common state systems that are allowed a single state and use switch cases to decide what to do, so i got the idea of a Screen or Canvas class to encapsulate the rendering of a certain screen [i]along with screen logic.[/i] The problem with that is that logic is now under Graphics: [attachment=7934:diagram1.png] Is there a more elegent/flexible way to implement a Frame or Screen type class that has the ability to handle its own state without having to mix rendering and logic? Would it be fine to implement the array of screens in the Engine and call their logic and Rendering separate? The other thing i am curious about is, where is it that most game engines store the bulk of game data? In my game i was planning to put the game date in the engine class so all subclasses can be passed a pointer to the game data. Is this the most efficient way of doing this? I have heard quite often that most games use singleton instances for subsystems, is this the best way to declare subsystems and is this the best place to store a game data manager class? Thanyou for your time -Ryan