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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.

Netherlords

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  1. If you're interested in Rising Empires now is the time to buy. We have a Christmas sale and have cut the price of Rising Empires Premium with 40% (now $1.99)! We want to celebrate the festive season and the recent update with new graphics and features like road building. [attachment=19171:forumpost.png] Check it out at Google Play!
  2. Hi,   I’ve previously written about the development of Rising Empires here at the forums. We’re happy to announce that the full game now has been released on Google Play. The game comes in two versions; Rising Empires which is free and ad-supported and Rising Empires Premium with additional content. The premium features two additional playable races, the fast breeding Krant and the versatile Dwarves.   Rising Empires Premium is a new strategy game in a fantasy setting with six playable races, all with unique abilities, which compete for control of all the land on the Surface and in the Netherworld. A unique troop creation system allows each empire to design its own troop types to employ in the struggle for dominance. Four neutral factions also struggle to survive among the larger empires.   The game has been in an open beta stage during the last few months and has been well received by the players. At the time of writing the beta version is installed on 5,060 devices and has been downloaded 1,716 times. Many reviewers compare the game to classics like Civilization and Total War. One player writes: “Exactly the type of game I’ve been hoping for.” The average rating is 3.9.   On our blog, Words from the Netherlords there are a number of tutorials that gives a more detailed explanation of the game mechanics. We really hope you’ll enjoy Rising Empires!
  3. It’s only six days left until the release of Rising Empires and we’re just about finished with all the new features and improvements for the premium version. Just a few hours ago I uploaded the final version of my code (AI and what we call the process methods) and Johan completed the last improvements for the GUI yesterday. We’ll still polish the game until the very end but we’ve added all the stuff that we intended for the release. We’re very excited to hear your response to the last features we’ve added and also how you like the insectoid Krant and the Dwarf races.   Among the last things I fixed was improving how the AI value the strength of it’s armies when it prepares to attack an enemy town. Now it will build extra companies if it believes that the enemy town is very well defended, before it sometimes sent conquest armies that where to weak even when it was sent off.   While working with this improvement I also found a very irritating bug. It seemed that when the AI compared if there is a path between two locations in the same region it always failed if both locations were the same. This just happened to have a big influence when it came to making use of all its army reserves since it always tried to locate its largest army reserve and when it would pick companies from the reserve it could no longer see that it was connected to its target location. Anyway, when I fixed this error the formerly very big army reserves that some AIs built up decreased in size as they now send them to do mischief instead.   Read more at the Words from the Netherlords.
  4. I've completed the third part of my tests to see if I can improve my AI with the help of genetic algorithms. If you're interested it can (as usual) be found at my blog. Training the Elf and Ende races didn't give as good results as did the Greenskins...
  5. One dangeroues mistake you might do as a developer is that you find your own GUI easy and logical while in truth it's a really tough nut to crack. The last week we doubled the number of players in our beta test but since many of them are less fanatical 4x players there seems that many don't understand how the game works. In a way it's really good that we learn this now and not when we release the game next month.   Now we're working to make the GUI more informative and more intuitive. I've attached a couple of screenshots of the new GUI. It's still a WIP but it shows what we are aiming at...   Cheers!
  6. Yes, I let the winner from each generation pass to the next generation unaltered. Sometimes I see a 'freak' AI win a single game and in the next generation the winner looks more normal again. I'll soon publish the next part, it's written but I must proofread the text before I publish it.