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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 agorglouk

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  1. @phil_t:   Yes, this is exactly my goal to make an engine design that will be fully expandable and generic, being able to transform really easily to simple mini games (like 2D rpgs, platformers or anything really simple). I know that this is not a really good idea when it comes to performance issues but i'm just exploring the most optimal design possibilities when it comes to extensibility for a game engine. I'm just trying to implement the most ideal design scenario of Component Based Game Engines, sacrificing some performance, just to see if will worths the try to make a really abstract and complicated design for a game base, or if its better to implement a specific base for a specific game when it comes production time of multiple games. Probably i'm wrong, but i wont find out if i wont try to make this and fail/succeed.    The main idea is, if this layer design scenario succeeded in the implementation of operating systems, why it shouldn't succeed in games? (By saying layers i mean something like this: layers in OSes: kernel - ... - outer world, layers in Game Engine: Engine -  Managers - (Systems, Components,...) - ... - outer world  )) Knowing that today's hardware is developing exponentially(so performance may not be a problem later) and the growth of data to be organised and  managed too, why not explore less performance related and more organisational related designs?   And according to all the above how should i implement a layer to layer communication (the problem is mostly from outer layers (Systems) to inner layers (Engine)) so i can accomplish (or even try to approach) my purpose?
  2. Yea , but i'm searching for an implementation that will isolate every thing in the engine, and your idea doesn't seem really structured to me (a little messy to communicate like this). I thought that the most appropriate communication would have been to send some command from the System to the SystemManager and the SystemMAnager to the Engine? and so the Engine to the ComponentManager to retrieve the component. I am not really sure but i think that building a game engine like an Operating System is the most expandable and generic idea in my mind to build on top lots of games. Any other opinions?
  3. I'm making a Component Based Game Engine, and i try to separate data from logic as much as possible by using this design:                                                           Engine                 /                                            |                                                \ EntityManager                    ComponentManager                            SystemManager (vector of entities)    (map of (entities - vector of components))      (vector of systems)   Where essentially all these managers are just holders of Entities, Components, and Systems accordingly. A brief description of my implementation is:   Entity: a class that represents every object in the game (just and UUID).   Component : an abstract class that (its subclasses) will hold only data about a specific thing for an Entity, ex. PositionComponent will only have the x,y values of an Entity nothing more.   System: a abstract class that (its subclasses) will have all the logic to act on Enities, ex. PositionSystem will have in its Process() method passed by the Engine an Entity to operate on, and change its component values using some predefined logic.   My problem is, how do i make objects communicate a senario like this? For example how can i send a message from a System (that resides in the SystemManager) to the ComponentManager so i can get a specific component for the current Entity that the system is processing (i already have the methods in ComponentManagers to do this, thus my problem is what is the PROPER way design to do this)?   Or generally a game that is modeled like a Operating System (in layers from the inner kernel to the outer world) how can achieve communication between every layer? Are there any good design patterns that are useful for this purpose?   Any help appreciated.