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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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  1. In line with Rid and Darookie, why are you creating an List and an array? ListMarkets is already a dynamically-sized array with all the same functionality of the static-sized MarketArray. That is you can give it a ListMarkets[integer] just like you can do a MarketArray[integer]. If by unique names you meant unique variable names, then you might misunderstand reference types. Take a look at this code: [source lang="csharp"]class MarketPlace{ List<Market> listMarkets = new List<Markets>(); void MakeMarket(){ Market aMarket = new Market(); listMarkets.Add(aMarket); } // This is, of course, bad because listMarkets could be empty, but it's just an example. void ChangeMarket(){ listMarkets[0].value = 200; } }[/source] So, if you call MakeMarkets twice, then ChangeMarket, listMarkets[1]. value is still the default of 0 (or whatever is in the Market constructor). You don't need an array to keep unique variable names. This is because the variable name aMarket is local to the MakeMarket call, so after the call finishes, that variable is deleted. But since the "new" operator creates instances in the heap, the "new Market" is saved by the listMarkets as long as it's not deleted from that list. aMarket and listMarkets keep a "reference" to the Market made in MakeMarkets. But the Market instance itself is stored elsewhere in memory. [quote name='darookie' timestamp='1344786721' post='4968736'] [source lang="csharp"] // 2) Unique name using list index (example only works for single list per class type) class Market2 { // here the constructor not only assign the name but also adds the instance to the list public Market2(IList&lt;Market2&gt; list) { Name = list.Count; list.Add(this); } int Name { get; private set; } }[/source] [/quote] Don't use this if you ever plan on deleting Markets. If you make two markets, then delete the first one, the next one added will have the same name as the one remaining. In this case, it's better to use a Dictionary<int, Market>, it should look more like this: [source lang="csharp"] // 2) Unique name using list index (example works for multiple lists per class type) class Market2 { static int marketCount = 0; // here the constructor not only assign the name but also adds the instance to the list public Market2(IDictionary&lt;int, Market2&gt; list) { Name = marketCount++; list.Add(Name, this); } int Name { get; private set; } }[/source]