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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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About Kincaidj

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  1. Hello! Let me begin by saying that I am a complete novice when it comes to coding. I have a good handle on symbolic logic, but that seems to only be tangentially related to actual coding. However, I am eager to learn as I have, due to my upcoming three month sabbatical, been elected by my friends to learn how to code a strategy game that we've been working on for a few months. The main question that I have is this, what sort of language should I set myself to learn in order to successfully code this game?   Onto what I understand are the essentials.    First of all, we want this to be a strictly online game played in browser. Some of us have tablets as our main computing devices, others have Macs, others Windows, etc. We figured that a browser-based game would off the greatest accessibility.   Second, to go along with the online theme, this will be strictly humans vs. humans; no AI teams will be included. What AI there will be will follow very simple rules involving movement only.   Third, the game is fairly similar to a more advanced Masters of Orion. At the moment, we're playing it via Dropbox utilizing a hex-based board. It will be more advanced in that technology will progress in a different manner and units are more customizable.   So, any ideas about what language I should look into using? Do you need more information?