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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.

Senith89

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  1. Hi all,   I am currently using a sqlite database file that I load up, access and modify during the process of the game running, which I realize is just not going to work for me overall. I've currently got to the point where I'm doing modifications to the database that's just not going to allow me to refresh this for a new-game, or really support the idea of being able to change the in-game database for updates etc, whilst still allowing the saved games to not be destoryed.   The idea I've thought of to get around this issue is to still load the database up from a file, but instead to copy the contents of this (or attach? I'm not sure) into an "in-memory" database which the game will use during execution. Then, when I need to save the game, I was thinking of doing a comparion between the in-memory database and the stored one on-disk, fashioning a shiny new "saved game" database which just stores the changes between the two. In this way, upon loading up a saved game, it would load up the "template" database from the disk as normal (into the "in-memory" database) and then basically "patch-in" the changes from the saved game into this too.   My question though, is what would be the easiest/best way to actually detect the differences between two databases like this so that I am able to create a save-file with only the changes? (and be able to load it again in the same way).   Just to note: I'm not the world's greatest expert with SQL, so please be patient in explaining anything etc. Also, I'm completely willing to any suggestions if you think I've gone crazy and this just isn't possible or a good idea to begin with!   Thanks in advance for any support on this!
  2. Thanks guys. In terms of giving it a go, I kinda hoped someone else had because it's such a big cumbersome program that it'd take ages to install and leaves junk on your computer when you uninstall it that I'd rather know before going ahead with it. I noticed that it seems to support more this time around, and like you said maybe extensions but not addins (I can never understand the difference there!). Has anyone actually given this a go? [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
  3. Hi all, I'm just wondering whether anyone could help me. I'm looking into the possibility of using Visual Studio 2012 Express edition (the desktop obviously! [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]) but I wondered whether you can use the Perforce plugin on this new version now? I'm concerned about the crazy pricing of the more expensive versions, so it would be a massive help if it worked. Thanks in advance for any help on this! [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img]