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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.

allenv

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  1. looks great, very natural-looking lighting and texture. striking pose too, looks like it's coming together nicely
  2.   If I was a much greater programmer, I most likely would be using SDL2, but since it's still deep in development, I decided the solid 1.2 foundation for an engine was the way to go.   Thank you all for the insights, I definitely feel more confident with my intentions, but to dig a little deeper: Selling/licensing a game engine built on software which uses these LGPL and zlib licenses is where I'd find the real hurdles? Now that I've written it out, it seems to make a good deal of sense to me... Why should I benefit financially from the work of a set of lower-level software? Creating a game engine designed to be sold for others to develop with is going to be a big no no here?
  3. The moment I read your post and saw the work I thought to myself, "wow, this is really something." I love the idea, think it's fantastic. The art's wild too, and I've been a huge proponent of all free, all the time, so your choice of tools won me over instantly.   This reminds me, too, about how the idTech5 devkit and toolset works, the old MegaTexture tech and "painting" environments. Big fan of the idea and I hope there's a project out there waiting for your work to get finished!
  4. Ahh great, thank you for the reply. I've read as well that simply sharing the link to the SDL website would suffice, the place where other developers can get the source code to SDL.
  5. Hello all! And please forgive any cryptic nature that might be found in my topic title.   I'm developing a 2D/sprite-based game engine which I wish to license to other independent developers for a nominal fee. Beyond talking to a lawyer about the specifics, I'm wondering if you guys could give me some insight into the more immediate questions. I'm building my engine on the shoulders of some 2D giants, e.g., SDL. I'm also using zlib. I've read their licenses, and I understand when I release my engine to a developer (header files, dlls, documentation) I must also include a copy of the LGPL agreement and of course SDL and zlib dlls, libraries and header files, or at least the LGPL and links/resources the developer can use to obtain their own copy of the SDL and zlib development files themselves.   I'm wondering am I allowed to license this engine at all, as it is built upon SDL and zlib? Must I simply include the required license and accreditation, or is my new engine also bound by the LGPL? Will games made by my engine be required to be released non-commercially? I've read on SDL's list of games webpage that Amnesia: The Dark Descent was built with some code from SDL, so I do believe there is some merit in thinking commercial games are possible with SDL.   I'm exploring these questions now much after development, since development is almost complete.   Any links or resources alongside some good old fashioned responses would be enormously helpful. I always fear some reprisal from asking seeming "obvious" questions, but I knew gamedev would be the best place to get some straight answers without spending too much time.