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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 PoliticalChaos

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  1. The core gameplay should always come before anything else. You must ask yourself what is absolutely necessary so that I can play this game. If after you have done this and the core gameplay is not fun then you know you have much more work to do before you can even start on gold plating anything else   Feature creep can be a dangerous thing early on!
  2. I've recently started a game project, myself being the only developer and working in collaboration with 3 artists. I settled on the Unity Engine for my 2D game because of how much is already done for you as a game programmer can focus on gameplay and not the boring stuff like creating collision libraries and object factories and object managers.. etc the list can go on forever. Also, the asset pipeline in Unity is extremely robust and can pretty much take anything you throw at it as far as 2D/3D assets. Give it a try if you have the time - well worth it.
  3. It's very difficult to create effects beyond the basics in a programmatic fashion. It's best to make effects in something like Maya and then exporting it into your game.
  4. Yeah youtube is an amazing resource when it comes to showing people your gameplay. Keep some videos on your phone and bring it to places like GDC and whip it out to show people.
  5. That's the worst idea I've ever heard. I'm sorry dude.
  6. Yes, it is a Command Line Tool C++ program. Btw I can see the output on the bottom. However, how can I get the simulator running just like when I Run and build in Cocoa?   THANK YOU   Not too sure what you are asking, are you asking how to run the simulator?
  7. Are you trying to get it to render in a simulator? Because like the guy Patrrr above said if you are writing "Hello World" to the console window or log then that's where it will show up. Otherwise you would most likely need to create a textbox/textfield object and insert your text into that and it will defiantly show up in the simulator.
  8. Yeah Demon Souls and Dark Souls do this as well.   If you are comfortable enough with multi-threading you might want to look into that. Just have a separate thread constantly checking for changes in the game and then saving the important ones to some file. You can have whatever threshold you want to determine if this is important to the game; remember the player doesn't always have to be brought back right to where they left off. As long as the variables that are most important have been saved you can just send them back to the last known checkpoint or however your progression system has been setup. This way you are not constantly writing to some file your latest position data every frame.
  9. This guy just sounds like he wanted to be an asshole. Just improve by further education and at your own pace, you should just not listen to people who are mean and cruel on the internet.
  10. I recommend if it is full web based to use the Unity engine I posted earlier, you can easily develop for web, iOS, android, PC, or any game console.
  11. This is the book that started me out in C++ game programming and has led me to my success today, I highly recommend this book to you and your friends. Although it starts very small, this book is extremely helpful in many ways and by the end you will realize it. It even comes with a free compiler in a CD in the back!   http://www.barnesandnoble.com/listing/2682292875368?r=1&cm_mmca2=pla&cm_mmc=GooglePLA-_-TextBook_NotInStock_26To75-_-Q000000633-_-2682292875368   Hope this works for you and your team! Good luck!   Also try out this..    Free game engine with TONS of great documentation.   http://unity3d.com/
  12. When I started out years ago, this is what I bought and it is in my opinion one of the best introduction's not only to C++ but also game development. Extremely user friendly book, comes with a compiler on a CD (Bloodshed C++) and walks you through everything step by step in simple English terms. Throughout the course of the book you make multiple games and at the end make a full on blackjack game. It's a lot of fun to walk through the book and you learn a ton.   http://www.barnesandnoble.com/listing/2682292875368?r=1&cm_mmca2=pla&cm_mmc=GooglePLA-_-TextBook_NotInStock_26To75-_-Q000000633-_-2682292875368