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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.

AFS

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  1. Hey, long time no see! A full year since last entry. Kind of a weird year. I started freelancing as a web-developer so now I've been working from home, and it's surprisingly nice, although a little monotonous, but the positives far outweighs the negatives so I'm sticking to it. Also, I got a new cluster headache attack which, again, lasted three full months, and man, I really I don't wish that to anybody. Finally, I realized that, even though I'm not overweight, I was in terrible shape, so I decided to exercise more by buying a bicycle, and man, walking to the store was some damn good exercise. Of course buying a bicycle was not enough, I also had to use it, and I guess I started way too enthusiastically because on my first month riding the bike, after riding for over an hour, I passed out in the middle of the night near my home. I woke up on the floor with the bike next to me, and some dude came, asked me if I was OK and said: "man, your face looks fucked up!". I got home, went to the bathroom, looked in the mirror and, surprise, half my face was covered in blood. I basically faceplanted the floor with all my body weight while moving at (thankfully, low) speed, I'm lucky I didn't lose any teeth. The next day my mother saw me and was totally convinced that I got into a fight: "No, I'm telling you, I passed out while on the bike!" - "You're lying to me". It took a while to convince her. Besides that little incident, using the bike has done wonders, I don't get tired as easily now. I'm still in bad shape though, but not as bad as before. Oh, and yeah, I've been working on the paper game. Sloooooooowly. It kinda looks the same as before, but I added some particle effects, I cleaned up a little bit the HUD, I added ammo pickups (no more infinite bullets anymore), changed some colors to more "cheerful" ones, added some quality of life improvements like checkpoints and item indicators, phew, lots of stuff. Here's a little GIF showing some stuff. I have no idea how to embed Gfycat, so I'll just leave the link: https://gfycat.com/GracefulFlimsyAustraliansilkyterrier As you can see, particles fly everywhere. Oh, and I also made seeker missiles, which took me more time to implement that I'm willing to admit. Yay, rain effect! It doesn't make a single bit of sense with the art style, but eh! A ransom note generator! Useful for the mission titles, the game logo and stuff like that. Apparently it can also be used to make ransom notes, but don't quote me on this. Besides the above, I also wrote the outline of the story and how the missions will play out, but I still need to write the details, like define the personalities of the characters, write all the dialogue, things like that. Writing is surprisingly difficult to do, I've never done it before. Finally, a few months ago I uploaded a gameplay video showing a full, although short, level: This it how I want the final game to be: big maps with multiple objectives that you can do in any order while managing your ammo, health and fuel. It's an homage to the Strike series after all. This has been the closest I have ever been to making a game after many abandoned projects. I still don't know if I'll ever finish it, but I'm happy with the attempt so far, and surprisingly, I haven't lost interest in the project yet, so I guess I'll just keep at it. Thanks for reading!
  2.   That would be great! Bonus points if the zombies start losing limbs, explode or something.
  3. I think it would be useful if every enemy gets the outline as well, that way the player can distinguish between the characters and the background.   And kind of unrelated, but I think your weapons need more "punch", like a little screen shake or something, and of course a sound. I think that's more important than adding achievents and things like that, because the shooting is the core of the game, and a shooter is no fun if the shooting is not satisfying, you know?
  4. Five shots in my case, but yeah, not that big of a deal, and at least I'll get some free candy :D (not).
  5. Hi, long time no see. I haven't worked on the game lately, I kinda lost the drive to do so, I've been busy with my job, and I'm having some little health issues (insomnia and cluster headaches). To top it all off, yesterday I was bitten in the leg by a street dog, and now I need to take vaccines against rabies for the following three weeks :mellow: I did make a video, though. Not much about gameplay, but rather about how I make one of the levels, you know, typical game dev stuff. I guess I enjoy showing the process of making the game more than showing the game itself. Also, I set up a IndieDB page, and it got a warmer reception than on GameJolt, so that was a little boost in motivation, which was nice. Anyways, progress is slow as usual, and it's funny to look back to when I wrote that the game "should be finished by December 2015, that's more than enough time". It's not that I'm suffering from scope creep or anything because I'm not really adding more and more stuff to the game, it's basically the same as planned originally, so I guess I'm just a slow developer. It doesn't help that I play Civilization V and Age of Empires 2 on a daily basis :P. Thanks for reading!
  6. Man, I didn't see your comment, sorry! Only two months later I noticed it.   Thanks for taking the time to test it, and I'm glad that you think that "it's not terrible". The sound effects are indeed annoying, but I can't seem to find better ones, and I don't know how to make the sounds myself.   I added an intro cutscene and a prologue mission a month ago to give a little more context, but I don't know if that makes that much of a difference.   Again, thanks for trying it out, and sorry for the late reply!
  7. Unfinished projects are totally fine, but if you tend to abandon your projects a lot, maybe you need to make them smaller in scope. A finished simple game is better than an unfinished complex one, IMO.   Anyways, thumbs up for SFML. I've been using it for almost four years and I'm still loving it.   Good luck with the game!
  8. It is wonderful indeed. A little far for you guys, though, I assume: https://www.google.com/maps/@-33.7607083,-70.4426234,136m/data=!3m1!1e3
  9. Hello. Back from my break and back to reality. I wanted to explore the country but I couldn't for several reasons. I did visit some places near my city, though, which was nice: (Pictured: a hot summer day with a cold-as-ice river). Regarding the game, I finally made something playable, a demo of sorts. I set up a GameJolt page and everything, but it barely got attention, unfortunately. I guess just uploading the thing it's not enough, I have to actually try to spread the word, and I'm doing a terrible job at it. I guess I just don't like "selling" things. Of course this is just a short simple game, and maybe not even a good one, so it's not like I'm expecting thousands of people playing it, but I'll be content with just a few saying: "hey, I enjoyed it", and if I want a few people to say that I need to make them know that the game exists in the first place. I'm taking a break with development for a while to focus on trying to find an audience. Nobody wants to make a game that nobody will play. Thanks for reading!