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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.

sushiisumii

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  1. [b]MARKET LINK:[/b] [url="https://play.google.com/store/apps/details?id=com.soragora.shadows"]https://play.google....oragora.shadows[/url] [b]FIGMENT THE GAME[/b] Figment is a top-down survival game where you play with a teammate to avoid getting attacked by these shadow monsters. They come to attack you, so you must defend yourself with a flashlight! My company, Soragora, is making technology to help develop [b][i]synchronous multiplayer[/i][/b] games. This is a game using that technology (it's a showcase / demo / test / fun project all-in-one). The game is intended as a demo for the real-time synchronous technology used behind it, so many game features are not in placed. When we have time, we'll probably add levels, leaderboards, and many more game-play elements like new flashlights and new monsters. Hopefully you guys can still get the general idea and give us some feedback, that'd be great. [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img] [img]http://i.imgur.com/34pjP.png[/img] [b]GAMEPLAY NOTE[/b] The game requires you to play with a teammate, there is NO single player mode (its a demo, we realize that may be a killer problem for a real released game), but luckily, it pairs you up with a random player. You don't need to be on wifi or bluetooth to connect, it can work all over 3G / 4G, although for obvious reasons, the better connection you have, the smoother experience you might have. If you see yourself not being able to connect for a while, try backing out and reconnecting, and in the worst case, shoot me an email and i'll play with you if nobody else will lol. We're really just trying to catch bugs and make sure our technology works across more devices and such, so please give us your thoughts! If you're interested in working with us, or want to build a game using our technology, shoot me an email at darrel@soragora.com or just check us out at [url="http://www.soragora.com"]Soragora[/url] Email: [color=#0040FF]darrel@soragora.com[/color] [b]MARKET LINK:[/b] [url="https://play.google.com/store/apps/details?id=com.soragora.shadows"]https://play.google....oragora.shadows[/url]
  2. Ridiculous GitHub Raises $100 Million From Power VC Andreessen Horowitz http://t.co/iu8nj7h6 via @techcrunch
  3. hate hate hate hate updates that break everything.
  4. "I call everyone ‘Darling’ because I can’t remember their names." haha. 5 Things to remember when naming your startup. http://t.co/3LBV6T9E
  5. HAHA "The more things change, the more they stay the same." Teenage Sexting Is Becoming The Norm http://t.co/6SPUWzTu via @techcrunch
  6. Rocket Launch Numbers - Bridge Signs Up 1,000 Developers in First Day http://t.co/L5Ymsq6d via @techcrunch
  7. minority report, here we come! http://t.co/oHSFLUWj via @msquinn
  8. way2lazy2care: (nice name btw) I think multiplayer turn-based games like Draw Something are great for what they provide. They are legitimately multiplayer as you say and don't "abuse" social networks for the claim of multiplayer. They are totally valid, and a great type of game that, like you mentioned, works great with the limitations of a mobile platform. I brought up Draw Something not to bash on it (perhaps my wording / placement was wrong in the way I initially stated it), but rather to make a comparison to real-time synchronous games. There is a big distinction between turn-based games and synchronous games, so much so that they deservingly should be classified differently. I think they're great, I play tons of turn-based multiplayer games (both on my phone and computer), and they definitely bring a uniqueness to the table. I just think something more can be done with synchronous games. I always find it slightly ironic that a platform designed to connect people, at times seems so disconnected.
  9. Latency and dropped connections definitely seem to be the biggest issues at hand, I wholeheartedly agree. alnite, you mention the type of market for most of these mobile users. I agree that there's a big sector of that who play games in a very "on-the-go" way for a few minutes here and there. What I find interesting at the same time, is that there seems to be lots of studies out there supporting the fact that mobile gamers are more and more playing at home, (possibly on their home wifi) and for longer periods of time. That's not to say that everyone is doing that, but I can definitely see the market for these types of games opening up very soon. Cost of bandwidth and especially battery, are very large concerns as well. At the same time, I don't see that stopping many of the more "intensive" games from becoming popular (talking about battery here). It's definitely an issue all intensive games share, but I wonder if its as big of a worry than we might think. ddn3, did you deploy your own centralized servers or did you use 3rd party services for all matchmaking / leaderboards / etc? Sounds like you designed it with direct peer-to-peer connections and you used 3rd party services for NAT punch-through, etc? What did you use? Something like RakNet?
  10. haha the downfall of computer science... via @cipher3d http://t.co/qXvUW4Mf
  11. Nice, chrome can't search from address bar. You mean, I have to actually go to http://t.co/1eVwy32p to do a search?
  12. i love news about twitter on twitter... http://t.co/KavcPtDR
  13. Hey guys, I wanted to kind of open up conversation about what I feel like is a big lost opportunity in games today. It's pretty amazing to see all these great mobile games out there now (especially ones created by a shoe-string budget with a team of two/three) and to see how far we've come in terms of technology that enables us to build these games with relatively low costs. One of my biggest peeves about mobile games today, is the lack of good real multiplayer gameplay. I don't mean (excuse the bashing a bit) these Zynga social, share with your friends "multiplayer" games, and not quite the turn-based Draw Something's. I mean REAL synchronous multiplayer gameplay on my phone. The kind that you see dominating the computer world, any RTS, racing game, MMORPG, etc. (before I go any further, I am going out there to say that bluetooth does NOT count. I do not play with my friends on my phone in person. How is that fun? I have a ps3 instead for crap like that. I'm talking about multiplayer over 3G/4G/wifi) It seems like most indie game devs avoid ever going in that direction (I'm talking only about mobile here), because it's somehow way too difficult, or way too costly (in terms of dev time / people) to produce good synchronous mobile games. Yes, it is a lot of work that does require a big deal of specific knowledge, but I don't think this type of gameplay should be something inaccessible to game devs just because of a low budget (isn't that all of us..?) I can't even name 10 truly good synchronous mobile games that weren't made by some gaming giant like EA with a million dollar budget. So I wanted to know what you all think about this situation. Have you ever tried making a synchronous multiplayer game (mobile or otherwise)? What were your biggest pains, takeaways from it? Was it worth it? Or why did you choose not to? What is it that you wish you had (dev tool/platform/etc.) that could make it all worthwhile for you? I want to see what we can all learn from each others' stories and experiences, and try to spread a bit more knowledge about making multiplayer games. DISCLAIMER: My company Soragora is making real-time multiplayer technology for games. This is NOT intended as spam or anything like that, but rather we're trying to learn more about the real problems game devs face today.
  14. A bit old, but still relevant. Gamification is bullshit. http://t.co/RKsJWjZV