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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.

Donn Kishoti

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  1. Linky.   I wanted to do it a few years ago, but couldn't get a team together. I think the idea is really cool, but it can be really challenging. I'd say you can learn a lot and it'll help your AI skills, but realize that in order to get a lot out of it, you have to put a lot into it.       The problem is the deadline is for less than a month. And it is indeed very challenging. Just reading the rules and understanding them well might take that time. Most contestants have probably been preparing since last year. :/   The problem is I don't know how much I can put into it xD But it really feels like it will scratch that itch I've been having for AI. I just don't know if something else might better. :P
  2. Hey all. I'm not sure if I should have posted this in the lounge or not.   A friend told me about MIT's Battlecode competition. It's an AI programming competition.   It's nature and rules really interested me, and although I've never programmed AI before, I am really interested in joining it.    I know it's late for me to compete this year. I've majored in Robotics, so I have some basic AI knowledge, but since programming was my main passion, I went into mobile development, so my knowledge hasn't really improved.   My question is: is it worth the effort to train for it and apply next year? Will this competition help me with my AI skills? And do I have the skills for it?   Also, what do you think of this competition as a whole?    
  3.   There are plenty of well-known, free Java libraries which abstract the complicated code to invoke graphics. Seems better if the OP already knows Java.
  4. [s]NetBeans [/s] Eclipse using OpenGL & Libgdx. Reason? Officially supported by both Google (Android) and Libgdx. The Android SDK documentation mostly references Eclipse.
  5. It's quite the shame really. I'd rather spend time working on my game, rather than waste time working on the engine. But I guess there is no other way.
  6. Hello all. I was wondering if there are any game engines out there that are oriented towards isometric, 3D RPGs such as Diablo 3, Torchlight, Magika, etc.. Most engines I found so far are either oriented towards FPS, such as Cry Engine and UDK, or are far too generic, such as the Irrlicht engine, which will add what I think is unnecessary work on the engine instead of the game. Any chance there are any engines out there that are crafted to be more suitable for RPGs? I would prefer they be in Java, since it's more my forte, but beggars can't be choosers, so C++ is great as well! Thank you.