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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 ash_engineer

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  1. I would recommend you to build up a nice directory tree for your project like one in Doom 3 ( see it on github - game sources and engine are lying near, but separately ).   And use one private repo.   Also making a .dll from your engine is a good idea to keep things clean.   I'm using this scheme and it allows me to keep all things close enought but not mixed together. I think that you will feel the need to change some code in your 'engine' part periodically  ;) And you will have all by your hands to do it quickly.   P.S. GIT is a great tool
  2. Hi everyone.   I'm facing the following problem:  when running my game tech demo/proto, there are moments when it suddenly  freezes and I'm not receiving any response from the game. CPU usage  in average is about 10-12%, also, RAM usage is not hight. After some time ( 5-7 sec ) all turns back to normal.  No loading/processing/parsing/etc is performed while the lagging part is running.   Whole project is written in C++ with usage of SDL, SDL_mixer, SDL_image and SDL_ttf; Compiler - gcc-4.4 (g++-4.4); OS - Debian 7 x64; IDE - VIM/Codeblocks 12;   The game consists of 3 modules: self-made GUI lib, self-made game framework lib and the game application itself.   I have created several bash scripts to use Linux powerful tools such as gdb (console mode) and valgrind (don't like the adaptation in C::B).   Valgrind memcheck says (selective ):     ==7424== HEAP SUMMARY: ==7424==     in use at exit: 187,546 bytes in 4,778 blocks ==7424==   total heap usage: 83,588 allocs, 78,810 frees, 32,787,582 bytes allocated .... ==7424== LEAK SUMMARY: ==7424==    definitely lost: 1,961 bytes in 26 blocks ==7424==    indirectly lost: 3,657 bytes in 99 blocks ==7424==      possibly lost: 133,177 bytes in 4,163 blocks ==7424==    still reachable: 48,751 bytes in 490 blocks ==7424==         suppressed: 0 bytes in 0 blocks ==7424== Reachable blocks (those to which a pointer was found) are not shown. ==7424== To see them, rerun with: --leak-check=full --show-reachable=yes   Valgrind's log is flooded with complains about libasound (a well-known false positive, as far as I know... ).   Also I've performed a callgrind test, but it's seems that I'm seeing nothing. Or just don't know where to look.   Call graph is in the attachment.   Please, help me to track down the source of the problem. I can post some of the source codes, if needed.
  3. #Skype for #Linux #amd64 (#Debian) is a disaster. Multiarch voodoo mess with previous version is not an excuse.