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      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.

Alurik

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About Alurik

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  1. About today: Now comes the more fun parts! I have actually starting to work with the in-game things like the player ship and bullets. Since the last update I've added bullets along with coins the player is going to pick up to buy upgrades for their ship. Did I mention the ship actually follows the mouse now as well? Because it does... just not very well. It turns out my rusty math skills are causing a little trouble in the game. I so far have not been able to get the ship to behave how i want. It is now somewhere between the edge following the mouse (0, 0 of the image) and the nose of the ship following the mouse. I'm sure I'll have that fixed soon though! Thoughts for the day: Always remember to be very careful if you are removing items from a vector that you are iterating through. If you don't do it correctly it can lead to all kinds of strange issues. I've found it is best to avoid this if at all possible. Today's screenshot:
  2. I use git with SourceTree for my personal projects. It makes source control really painless. Using git with command line is not that bad either though there is a slightly higher learning curve for it.
  3. About today: Well I finally got the menu done. It didn't turn out quite like I wanted. The items have to be used with the keyboard for the time being by using the up and down button. This will need to change in the future. Making the menu work with the mouse is going to require a little more research. Right now the mouse position is being passed with each update so my menu doesn't need to actually know about the mouse object. Later I'd like to replace the mouse cursor with a spaceship since this is how it is going to be controlled in the game. Some sort of "warping" space background would look really nice too but I don't want to worry too much about it since that is not in this iteration. Thought for the day: The game should flow with the same controls all along. I realized only after it was done that it really doesn't make sense to for the keyboard to be used on the menu when I intend for the mouse to be used in the game. This can only lead to annoying the user. Today's screenshot: The white is starting to get to me.
  4. About today: Today I finished the basic version of the title screen. It is nothing impressive but it isn't meant to be. I'm going to be developing the game in "layers". This first version was a large step though. It involved getting the text system working, fiddling with positioning and such also. The screen now changes if you press any button. One of the major things I struggled on is how to tell the main game that I wanted to switch screens (for example from title to menu screen). I ended up deciding to include an short value based off an enum on the base "game mode" class rather than some other options I was thinking of. This means that my "game modes" doesn't really need to know the main game exists. The game checks this status each update to see if it isn't 0 and then switches from there. Menu screen next! Thought for the day: While my font and assets are not the most impressive I'm trying to use free sources with the authors permission or public domain assets. I'll include a list of where I got all of my assets from later. I've been able to find quite a few good places but for now I'll just mention open game art. Today's screenshot: Well at least it has words now right?
  5. I'm creating this journal for several reasons. I have wanted to make this for some time but kept finding excuses not to. Here are my main reasons. 1. Personal accountability/fight procrastination. 2. For reference of anyone else getting into game development 3. To help me reflect on my experiences and to help make better sense of them. There are of course a few other reasons but those aren't important. I hope that it either helps me or helps someone who reads this. I don't like getting personal about things so all anyone needs to know about me here for now is that I'm in my late 20s, have a B.S. degree in computer science and my day job is an .net web developer that makes apps at a bank.
  6. Project WepWep This project will be my first game that hasn't come almost completely out of a book. Actually that isn't true I created a pong game once but I hardly think that counts. The goal of of this game is not to make an impressive game it is just to practice finishing a game. I have started many games only to get half way through and not finishing it. Technology that will be used Language: C++ Dev env: VS2013 Libraries: SFML Source control: BitBucket About today Today has been a productive day. I haven't got a whole lot done yet, mostly building up things in the background. I set up a system to have 'screens'. Although they are more of current states, I wanted to find a way to compartmentalize them. The main task I'm working on today is the title screen. For this first version a lot of placeholders will be used. Right now I'm just looking for for a white screen, with a text placeholder and a click event to flow to the menu screen. As seen below I got part of the way there. No click event or text yet but I have changed the color of the screen for white. I've always felt that it was most important just to see some progress. Today's screenshot: That a very nice screen you have there.