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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. At this time I'm just aiming for a rather generic third-person mult-client shooting sandbox with item equipping. I haven't given a formal design much consideration. I would like to consider more sophisticated mechanics when the time comes, such as PvP player-owned communes/colonies. I want to set my parameters by writing a design document first, but I need to finish some basic features which may even take another couple of months. I mean, the first thing I had in mind after spawned item equipping was to look into server-side AI, where the players could battle NPCs and loot the equipment & parts they own. Then, a crafting skill to recolor and produce new items. I'd feel more comfortable moving forward though after I stress test and collect data about multi-client performance (via the web console). -Mark
  2. Hi, This is my first post on gamedev.net. I'm looking forward to meeting other hobbyists here, and am also hoping to share the progress I make on current projects. I'm trying to work on a multiplayer space game, which at the moment is titled "Starfall". Here's what I'm trying to work on: [table][tr][td=30][/td][td=70] C++ [font=arial]Server:[/font][/td][/tr][/table] I have enjoyed working in C++, primarily using the POCO libraries to develop the server technologies for this project. I have implemented database support for users, logs, item types and items using SQLite. It features a web console. I used template specialization to serialize each packet data-structure, such as the login and header structures, into a JSON format for the web portal. The server runs an HTTP server on a separate port, to allow administrators to login and interact with data sent to and from the server. Currently, I have began using Google's V8 engine in the C++ project. In the near future I hope to implement content systems, such as item handling, in Javascript. [table][tr][td=30][/td][td=70]Unity 3D Client:[/td][/tr][/table] I have been developing the game client in Unity3D. Art Assets The 3D art assets were modeled in blender. My goal is to make a small collection of reusable assets: pieces of buildings that can be snapped together as well as entity parts that can be recolored and swapped. World Scene I am just starting to develop gameplay features on the client, and haven't even networked player movement. I have been working on creating movement with the arrows keys, basic movement animation, rotating the camera with the mouse, and clickable entities for which the player can open an item container. When the player moves, he leans forward and the color of the lights on his back turn green. Implementing the packet structures and server-side support for player movement is high on my priority list. Here is the first screenshot of the game world: Login Screen Here is a screenshot of the current login screen: Character Painting Tool I currently paint the entity's parts on the client, and then log (save) the configuration to be viewed on the web console, where it can be interacted with. I should have made the features for item creation and recoloring more coherent. Though, I'm still happy about producing what I have in terms of being able to create item data. [attachment=16266:4 Game Client - Character Painting Tool.jpg] [table][tr][td=30][/td][td=70]Web Portal:[/td][/tr][/table] I use JQuery Mobile for the client-side of the web portal. Server-side, I use function pointers to respond to ajax and URI requests. Administrators can link groups of meshes and their material colors that have been logged in the web portal to new items. Item types can be created in the web portal as well. I have mapped positions in buffers with corresponding members of the structures. This can be seen with the head and login structures. The administrators may also set filters for certain structures. Here are screenshots of the web portal that administrators can access: [table][tr][td][/td][td][/td][/tr][/table] [table][tr][td][/td][td][/td][/tr][/table] [table][tr][td=30][/td][td=70]Git Server:[/td][/tr][/table] I find it fun to use the Raspberry Pi and thought it would be cool to host the files for my project on a git server running on it. I use gitweb and gitolite on the Raspberry Pi. I develop with Windows 7 on my workstation, so I have installed Putty and Git for Windows to interact with the git server that I am running on Raspbian. Useful Links Poco C++ Libraries - http://pocoproject.org/ Google V8 Javascript Engine - https://code.google.com/p/v8/ Putty - http://www.chiark.greenend.org.uk/~sgtatham/putty/ Gitolite - https://github.com/sitaramc/gitolite Gitweb - http://git-scm.com/book/ch4-6.html I appreciate comments and conversation. -Mark