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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.

Sakitsunebi

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  1.   Thats pretty much what I thought, but I'm not sure how to do that. Could you show me how? I was hoping someone could show me.
  2. Hey so I've been working on a very small roguelike just to get my feet wet in game development. Its isn't anything amazing but since this is my first ever "rpg" I'm super excited and proud of it haha.   Anyways, my question is: How do I delete a monster off of my map when i defeat it?   Basically what i have is a switch statement and in the case where my character "@" runs into an "x" or my "monster", it runs a while loop that you can see below. And you can also see that it really isnt a true battle because it isnt generating random numbers or taking into account player and/or creature statistics. Its literally just saying "Ok user, you selected the option to fight, but the programmer doesn;t know how to implement a battle system yet, so he's written this to let you always win and never die".   And thats where my problem is, once the player "wins", how do i clear the "monster off the screen and whats the quickest way to do it?                    case 'x': {     monster = true; } break;   while (stopgame == false && monster == true) //start monster             {                 cout << "\n\nYou encountered a monster, what will you do?" << endl;                 cout << "1.) Attack!" << endl;                 cout << "2.) Flee." << endl;                 cin >> monsterInput;                 if(monsterInput == 1)                 {                     cout << "\n\nYou attacked the monster" << endl;                     cout << "You defeated the monster" << endl;                     cout << "You win!" << endl;                     cout << "\nRECIVED: Gold +5" << endl;                     cout << "RECIVED: EXP +5" << endl;                     gold += 5;                     xp += 5;                     // code to clear the monster off the screen goes here (i think)                     monster = false;                 }                   else                 {                     cout << "\n\nYou safely got away." << endl;                     monster = false;                 }system("pause");             }// end monster   and here is my map: (its all messed up copying it over so i deleted alot of the map, but hopefully you get the idea)   char Map [50] [70] = {"########## "#                 # "#            x    # "#                 # "#                #", "#                # "#    x           # "#                #  "####   ####  "      #  #                "####  #####       "#                #        "#                #        "#                #                "#                #                       "#                #      "#    @        #   "#############################################" };   If having my source code will help you to help me, I'll be more than happy to upload it. Thanks                      
  3. Im a new to game programming myself but im gunna leave my opinion here and its quite logical too:   I would say to start with C#. The reason being, is that it is a full blown programming language and you'll give yourself a chance to learn the concepts of programing. On top of that, Unity 3d uses C# for the scripting and that'll give you an engine that you can work with right away. Also C# is a higher level language and automatically does alot of the complicated stuff C++ makes you do so you can spend more time learning and building than tearing your hair out.   Here's a great turorial series about scripting with C# in Unity: http://www.youtube.com/watch?v=48anhmWxT54&list=PL4U_ga-jLb740L1qjV_Xyx6XS4KYl2PMf&index=1