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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 alcedine

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  1. The CPU loadis going to depend heavily on a player's projected maximum range, as well as the complexity of the operations that each tile performs. If it's just a question of finite versus infinite, you could just postpone that decision until you have some rough version of what each square does each turn, then make a program that measures the time taken by a calculation on 1k, 1M, 1bln etc. squares (that's cubes 10, 100, 1000 on a side*); you'll be able to find your feasible range that way, and determine for yourself whether that's something that you expect your player to reach. (also, note that it's probably fine to use a pretty streamlined version of AI for far-away squares, and possibly "frame-skip" on them or draw them every five turns or what-have-you). * note that this doesn't mean you'll find a measure of the maximum side length, since it's, erhm, [i]unlikely[/i] that your player will hit a billion squares in a single game, ever.
  2. Stanford University has put three of their courses on programming on youtube, open to watch. There's one on java, another or C++, and a third one that broadly talks some generics and paradigms, but in the first lectures, also pops the hood and looks around what actually happens when you use std::vector (for example). Depending on how much you already know, particularly about pointers and dynamic memory use, you'll want the second or the third one. This is where they begin. [media]http://youtu.be/Ps8jOj7diA0[/media] [media]http://youtu.be/kMzH3tfP6f8[/media] By the way, I know you asked about assembly, but from what I could gather about your intentions, I'd say you'll do better with one of these courses. Paradigms touches on assembly a bit, but you're probably more concerned with getting a feeling for the mechanics of C++.