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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.

marto1914

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  1. [quote name='hplus0603' timestamp='1348765928' post='4984406'] If you want to avoid players cheating the rules, you have to write the game logic on the server. If you want to provide a good user interface, the user interface also has to know about game logic. If you want to avoid players cheating by "knowing too much," you have to be careful about what information you send from the server to a client -- just because you don't display something like the cards in the opponent's hands on the screen, doesn't meant that the client won't "know" it. Assume everything in memory in your client is visible to the player. You can use an existing server framework, or roll your own, or use a middle ground like Node.js or WSGI or whatever. It's really up to you -- there's no "wrong" answer here. Especially for card games, trying to predict movements or minimize latency isn't really necessary, so the tricks and restrictions of action games largely don't apply. [/quote]> Thank you. I understand where game logic have to be. But i'm not sure what to choose, to write the server or to get an existing one. Does writing a server on Node.js costs a lot of time, because i hear about it for first time? You've got more experience. It will be my first online game and it's hard for me, because i don't know where to start.
  2. Want to make turn based card game with lobby server for ios and android. Game must have rooms, in that room players have to make games , be able to join that games, have raitings and etc. Something like poker. Are there any servers for that, i found theese solutions but i'm wondering are there more and which is the best for that purpose? http://www.smartfoxserver.com/ https://www.simperium.com/overview/ http://www.exitgames.com/ I've got some more questions: 1. Where i have to write the game logic - on the server or on the phone? 2. Do i have to use an existing server or to create own ? I will be happy to get some advices about theese type of games. Where to start, what to search, how to make zynga poker like game ?