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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 ddudek

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  1. I heavily used Cocos2d-x, we did a few titles with it, and here's what I can say:   Good things: - lots of flexibility, opensourced, you can do whatever you want with it - lots of extensions, tools supporting it ad hoc - great performance - nice api for scenes and transitions - many other...   Bad things: - quite difficult touch handling - opensourced, so sometimes stability isn't perfect (although, you can always fix!) - you have to like c++ (I do)
  2. Try considering Photon from exitgames (http://www.exitgames.com/) - server side is C#, and can run on any windows server. If you don't need any server logic, just simple standard matching, rooms, etc - you can use their cloud solution. It's also free for start (on your own server up to 100 concurrent users, cloud solution also have some small free plan). I'd had a quite nice experience with it.
  3. Unity also gained some native 2D support in the latest version :) It's a rather simple/basic support though, I'm looking forward for how it's going to grow.   For 2D development there's also cocos2d-x, but it's easier to target mainly for iOS using XCode/AppCode (you would need mac). Android version is compiled using ndk, and it may be not that easy to setup good dev environment with working debugger and other tools. Not out-of-the-box for sure.
  4. I used photon from exitgames (https://www.exitgames.com/) - it's quite simple to use, and it's free to start development. They also have some cloud solution if you don't want to set up your own server for production. If you need some more info - don't hesitate to ask :-)   Anyway good luck :-) Multiplayer is really fun to develop
  5. It may not be the best scenario as your game may not look good enough on those hi-end devices if you design it for low res device. During the development I even found out that one of my projects had quite opposite - the game run more smoothly on the Galaxy S (800x480) than on Galaxy SIV (1920x1080). The reason was that on the Galaxy IV game switched to hi-def assets designed for iPad retina, and it hadn't good enough fillrate to manage such high res display and hi res textures. It's just an example :)   During development the best way I think is to get in touch with your friends, post some facebook messages etc, to borrow some devices, or get such friend to meet for a beer and try to run your game on their devices. Or buy one. Test it as much as you can, because differences between android devices are far more unpredictable as you might imagine.   Before final Google Play release you can try out its Beta Testing option in developer console, which I would highly recommend, but it may be a bit trouble and time consuming. Also maybe you could test some android emulator alternatives? Genymotion? My friend used it for simple apps, and found much more usefull than standard android emulator, but I hadn't test it with games.