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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. Ah yes, I love variation - I just made the trees to test out how will the layering work out, so there's only one sprite for them for now, but more will be added soon [I also need to get two textures for each tree sprite, as I have a kind of ... wind effect 'moving' the plant leaves randomly to add some more life]   The shadow idea is certainly worth trying, I didn't think about that - thanks!   Also, do you mean full blown scale shadows of the object, or just simple darkened circles? :-)
  2. Hello!   I would like to present the game I am working on right now: it's a 2D farming game, loosely inspired by the Harvest Moon series, being developped in C# using the XNA framework.   The general goal as follows: you have X years of time to turn a piece of land into a well-prospering farm, by gathering enought money to pay the debt, and getting the people to accept you. There will also be side-goals, and after the main goal of the game is won the player is able to keep playing, otherwise the farm is lost   What do I have so far: - A lot of spaghetti code - A map engine [pixel-based movement, the character actually waves his arms when he's walking!] - Inventory system with adding/removing/dragging items and a hotbar - Time system with day/night cycle, months, years - Functional tools [Shovel/Hoe, Bucket/Watering Can, Axe, Hammer, Seeds, fence etc.] - Basic particle system for the digging/cutting/etc effects [to help in fighting the urge to puke after seeing the same animation played for the 1000th time] - Planting/growing routine [the plants grow only in the daylight, and if properly watered]   How does it look like: Edit: Added some simple shadows under the player, trees and bushes   Changed the grass, soil etc. tonation to make it a bit brighter   I'm not really that good with graphics [the road looks like it's made of planks, and the character is ugly], so any constructive criticism welcome!