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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. Thanks for all the answers. After our today's meeting we decided that we want to use an engine/library. We recognized that writing an own engine is too difficult. Currently, we have two ideas how to go on: - using Java with a library like slick/LWJGL/JGame etc. - using C++ with the focus on OpenGL We had a long discussion about which way to go - the result: we get stuck. Which way is (viewed objective) the best? Some of team are afraid of the quality of the graphics (particles, shades, lighteffects), if we take Java. I think, slick/LWJGL/JGame sufficient for our purposes and doesn't look too bad. I hope you can help us - as I said, we are totally new to the game development.
  2. Hi, First of all: Sorry for my bad english. Three of my friends and I want to develop a game as a school project. We want to make a kind of 2D jump 'n' run. We first thought about using Java, because one of the team and I have some experiences with it, but we decided to use C++, because it's the main programming language to develop games and there are many engines and APIs (we are afraid that the time [9 months] ,which we have for the project, isn't enough to develop an own engine. So we wanted to have the chance to use an full-fledged engine in case of need). Moreover the school-computers aren't very powerful, so we expected that Java doesn't really run smoothly on them. I started to learn C++ 1 week ago - I practice 2-3 hours a day with the help of a book and I think I can control the very basic fundamentals in some days. But we don't know how to start such a project. We're two 'programmers' and two 'graphic and leveldesigner', we have enough ideas for nice features and a good gameplay, but we really don't know how to start. We want the graphics look like 'Super Meat Boy' - or is that a too ambitious target? We haven't enough experiences to plan what we can realize and what is too difficult. Do we must write the engine first, or is it better to use a full-fledged 2D engine (which can you recommend?)? Can two hobby-programmer develop a complete (and good) 2D jump 'n' run game without using an engine? Is it generally possible to create something like this for two C++ newcomer like us? We are willing to invest much time (2hrs and more a day) and some money for the project. I hope you can help and give us tipps and suggestions - we really need help by some experienced people. Thanks for reading ;) If anything is still uncertain, let me know it. - I hope you could understand my english ^^