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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. thank you very much for the information, exactly the info I was looking for. It sounds like I would have to be either proven in the industry or one hell of a programmer to get "vested" w/ MS to get data center access.... So I won't even try for that route.
  2. Hello, I wanted to discuss possible routes for setting up an semi-authoritative networking topology using xna for the xbox. Clearly there is a problem since xbox is limited to the Live network, and there is a 32 player connection limit. On top of that, to facilitate seemingly lagless gameplay using prediction techniques, the maximum amount of simultaneous players with near perfect results is 8 per server, maintaining a 64kbps transfer. Not accounting for peer-hosting lag due to physical location and ISP loads. So my idea, so to speak, is to share the hosting between clients, and reserve a slot for the authoritative server (xbox). And I'm wondering what everyone's thoughts on this are, latency, error-prone considerations, fundamental flaws, things of that nature... Say xbox [a] is the server, it has 2 lobby's of 20 clients it must provide for. I'm thinking that each client has built-in server hosting code, just like a lobby system for any popular fps nowadays would. And since only 32 people can be connected at any one time, have the master-host, xbox [b], capable of shifting control to another user when they exit the game. In this setup, I'm visualizing having the xbox [b] connect simultaneously to the xbox [a] for routine cleanup and authoritative validation, and then disconnecting so that other lobby's containing another 20 clients can do the same, and therefore never exceed the 32 limit. The only problem with such an idea, is that in for instance, an MMO game, only 32 people would be visible at any one time, and they may or may not be part of the lobby the client in debate is connected to. Which is quite problematic (characters phasing in and out of existence, pausing mid-animation... etc). So if anyone has any ideas to best mine, or any ideas at all, I would definitely enjoy the read. The end goal I have is to provide MMO content using a master-xbox for database transactions, and eventually using SteamWorks to combine xbox and pc users. So I imagine you can see the problem here, given Microsoft does not provide any networking facilities other than Live, nor dedicated servers for game logic.