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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. Adventures in AS3!
  2. I think you should read more about Python and experiment with classes, modules etc. before tackling a text based RPG. One way to think about programming is taking a large problem and dividing that into several smaller problems to solve then piecing it all back together. The language itself is simply a tool or means to an end however, if you don't know how to use the tool with some proficiency your problem will be rather hard to solve indeed.
  3.   Hey all, Thanks to a few guys on the forums I finally got around to starting on my text-based adventure called "a knights quest." It features a knight played by the player that is sent by his king to wipe out a cave full of foul creatures. However I am a bit stuck on how to simulate player movement in Python. I looked around the internet for movement logic specifically in Python, but so far I have had no luck. So I come to you guys, the experts. Does anyone have a good method of simulating player movement? In case anyone is interested I am 51% of the way through the CodeAcademy Python track so I haven't completely learned the basics of Python yet. Should I write a function? Or I heard of something called a class which I have yet to learn about yet. Here's my code below if anyone is interested in giving me tips on what I already have. Thanks in advance, Michael       # -*- coding: utf-8 -*- """ Created on Sun Jun  2 17:29:40 2013   @author: Michael """ epicfailure = "Since you failed to type your own name you lose" def printresponse(r):     if len(r) > 0:         return True     else:         return False   name = raw_input("What is your name?") if printresponse(name) == True:     hometown = raw_input("Where are you from?")  else:     print epicfailure   def help(input):     helpint = "typable options: north, south, east, west, hit creature, run away, use torch"     if input == "help":         print helpint   yournameintro = "<Your name is %s , a wearied traveler>" % (name) yourhometownintro = "<You've been sent to a cave outside of %s by your king>" % (hometown) yourquestintro = "<Wipe out all of the foul creatures that dwell there>" caveentrance = "<As you enter the cave, you check your supplies.  You have a sword, and a torch.  You think to yourself 'My king is such a cheapskate'>" thequestion = "<What do you do?>"       if printresponse(hometown) == True:     print yournameintro     print yourhometownintro     print yourquestintro else:     print epicfailure     print "======================="     print caveentrance print "=======================" print thequestion help("help") response = raw_input(thequestion)  
  4. Currently working on my Python text game
  5. Thank you sir for your input.  It is greatly appreciated!
  6. Hi all, I'm new to the forum as well as game development.  I would like to know first and foremost the process of creating a text-based adventure game with Python.  I have almost no experience with the language and I would like this to be my first program because of my love for text games.  Would anyone be able to give me a run-down of what the skeleton might look like? Nothing too complex at all.... but just some tips and strategies for a first time game developer.     Your help is much appreciated, Michael Auer