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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.

Alan C

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  1. Here is a tutorial on how to publish html5 games to kongregate: https://www.scirra.com/tutorials/79/uploading-html5-games-to-kongregate/page-1   There are several sites similar to kongregate, such as Armored Games, just do a seach of 'online games'. Each has a specific set of APIs you will need to implement in order to earn revenue and have them work with loging in and other features.   You can also host it on your own website.
  2. I think you have a decent framework for a version 2 or a similar game.    A few things I noted: To much lag when there are several zombies on the screen (firing weapon and walking). The artwork is good enough for conceptualization, but needs to be improved for a final/next project (I am not an artist either). Game balance, I beat the game on easy and on hard to look at the contrast.  The only difference seemed to be how hard the zombies hit.  It was not difficult to beat on either mode, on hard I got 100 on all 3 boxes on the bottom. To much time between waves. Everything else I noted has been mentioned above.   Of everything mentioned, the lag is the only thing that needs to be 'fixed'.  Something in your code is not working right, and if you move on to another project now you may carry the code design with you. 
  3. Java can do the job, just off the top of my head I can think of 2 big games http://www.runescape.com/ https://minecraft.net/   XNA is a good platform too, and since C# and Java are very similar you may have no trouble learning it.  Here is one basic tutorial, and there are many other's on the same site: http://xbox.create.msdn.com/en-US/education/tutorial/2dgame/getting_started I know it says for xbox, but C# XNA can be compiled for Windows too.  You can choose to ignore all the steps concerning xbox.  On the bottom, just download the one that says: Project and Content - Windows.
  4.   I too was going to point out that Unity is difficult for coordinating projects, unless you want to add on the Unity Asset Server for another $500.  If you want to develop for every platform expect to pay over $5000.  If you do go with unity, code in C# as its a standardized language.  If you decide to move onto other IDE you can use the code or what you learned of C# directly.