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      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.

zooom18

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  1.   What is "word crafting" you ask? It's when you create new words by changing only one letter from an existing word.  For example, starting with the word "MOUSE" you can change the M to H and create "HOUSE".   The goal is to craft as many words as you can within the time limit. It gets challenging because you can't reuse the same word twice. You don't want to back yourself into a corner where there aren't many possible solutions.   Games end when either player reaches 1000 points (10 per word) or when there are no possible new words to create, at that time whoever has the highest score wins.             Connect with us for more info: www.playwordcraft.com Twitter Facebook   I'm looking forward to playing you all out on the battle field! Available Jan. 21)
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  3. Thank you for the replies, I've taken a step back and come up with a list of possible abilities cards will have. With that in mind I figured that a simple State Machine would work. Part of the reasoning behind using States is because every card in play might need to know every other card in play to be able to apply affects. Most cards will either affect the health, damage, fatigue (summoning sickness), or whether or not a player can attack certain cards (protection). The basic stats are just components that I can add/remove from a card and the total is just the sum of all its components. For example, I would play a card and add a component with 10 health, then if it takes damage I would add a component with -3 health, then I have a method to get the current health of a card which sums all the health components it has. That way, if I have a buff card enter play it can add +5 health but if the buff card is killed it just cycles through the other cards and removes it's +5 component from any card that had it.   So far I like this implementation because if I ever want to make a game altering card with an ability: 'time travel' - reset the game back one turn, it should be very possible with saving states. Although I'm not 100% sure how it would be implemented, I don't think it would require a complete re-write.
  4. I recently started working on a collectable card game for iOS and feel like I have coders block (is that a thing). Before I get into where exactly I'm at, let me quickly explain the rules.   Games are 1v1 where you each have a deck of about 30 cards. 1 of those will be a hero card that you start with (don't have to draw it from the deck). The objective is to play your other cards to kill the opponents hero card. Your other cards will have special effects / abilities that could affect almost anything else about the game. (this is where I'm stuck).   I have a working version that cycles through the turns and you can play cards, attack the opponents cards / hero, but thats about it. I'm having trouble implementing the special abilities of the cards. Just to name a few here is what I'll need:   These would be on play abilities that occur while the card is on the board - buff your other cards' health and damage - replace lost health on cards (heal) - prevent opponent from attacking certain cards - grant you an extra card draw each turn - immediately give you an extra card - freeze an opponents card from attacking for a turn   Some are simpler than others. It would be easy to say when a 'buff' card is played, + 1 to all your cards health and damage, but what about when the buff card is killed? is it as simple as - 1, possibly. However, it can be much more complicated than that so I'm not sure that would be the cleanest solution.     I think it would help if someone could explain out what they would do with maybe some pseudo examples. Hopefully that isn't too much to ask?   Thank you      
  5. I'm leaning heavily towards Austin right now, does anyone have any other suggestions?
  6. holy crap phoenix is cheap   a 1 bed for $370 http://www.apartments.com/Arizona/Phoenix/Desert-Sands-Apartments/69008?searchCriteria=elrrQT0FPSq2zSYeqfemLJ7n0NgcTakYS/c5x0tOo4tbVnCSDpfMraJBxf/MRVlUINXIzDrwb487OPKA7r1WQ8eWrDxIvXjmZsfERoiAfnbxaL/9MmBHuGhpOWs-|VLZqvTi1McpPiBnJs-|-|lFgLShWGfPtqT7XdyLIqLhWkOhm0fNYbAJFDOopMt7N5o4/d6&sid=b312a17f-315a-4dde-b693-89cdb402c6fb&stype=CityStateOrZip&match=4
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  8. Hello,   Long time reader, first time poster. I've been working on a 2d dual stick shooter for iOS and at the point where I'd like to get some feedback from people beta testing through Test Flight. But first, a little about the game.   You play as a farmer put in the unfortunate position of defending his crops from some evil forest animals.  The game starts out very slowly to give new players a chance to ease into the joystick controls but picks up and towards the end gets very difficult (you will die many times). A few things that set this apart from other shooters: The controls are very smooth and precise when using your thumbs. Plays through 3 difficulties, normal, hard, and madness. (sort of like diablo) Leveling system and weapon upgrades that persist through death to make sure you never have to "start over" when you die. Item loot with random stats to make you more powerful (also persists through death). Great for people trying to collect the best gear. I've made a short gameplay video to demonstrate the first stage. Please take it with a grain of salt as the graphics are not very good and the part being shown is only the first stage. Hard and Madness levels have dozens of enemies and you have access to flamethrowers, machine guns, lasers, bombs, turrets, and more.   http://www.youtube.com/watch?v=H-QYS0WTkVc   If you like shooters and want to help test this, please request to be a beta tester through this Test Flight link. http://tflig.ht/Xthrs4   Thank you!