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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.

rwtwm

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  1. Hi, I have recently released my first game Save the village which is out on android. This is my first game so it's basic in its mechanic (this isn't a hard sell) but I have had a lot of fun making it, and I hope people will have some fun playing it too. It's completely free!  I know I haven't made a large number of posts here, but I have been an active lurker since I decided to try and attempt this. This is as good a time as any to thank the many contributors here from who I have learned a hell of a lot over the last few months. Hopefully in time I'll feel confident enough in my ability to contribute myself.    Thanks for taking the time to read this. 
  2.   This all day. It's amazing (and frustrating) how even the simplest concepts end up with so many different parameters. It takes a lot of will power and single-mindedness (which I all too often lack) to focus on completing the task at hand without being dragged down the 'what happens if' rabbit hole.     I'll 100% agree with this too. When it comes to designing games, the aim should be in place before a single line of code is written. I have a txt file on my phone, that when ever I have an idea for a mechanic I think will work, I just add to the list. When I'm about to start a game I then trash the concept out a little further with the aid of a trusty paper and pencil. If it seems like the sort of thing I'd want to play, that's when I start thinking about how to code it.
  3.   I am curious about this. Is there any source you could indicate about design patterns for games?     I've been following Bob Nystrom's in progress web book on this http://gameprogrammingpatterns.com/. It's easy enough to follow even as an amateur and there are already a lot of handy chapters online.
  4. I've just started on this very voyage myself so can hopefully provide a little bit of input. I'm currently writing a simple game for android, which will be my first published game on any platform, and am doing everything myself. That is coding, artwork & music (though have used some useful free sound libraries for SFX, try soundjay and freesound).   I started about 3 months ago with only a limited knowledge of Java specifically, but a functional knowledge of general programming concepts. From there it probably took about 3 weeks to learn enough Java to get a functional prototype, a further 2 to learn enough android to port it and since then it has all been about making it look and sound like an actual videogame.    As others have said on this thread, when working on your own, adding the polish is the hardest bit. I've spent a good few days just on my background image and I have very little in the way of animation! (That could be because I'm a better coder than I am illustrator though). I hope to be finished within the month.   I'm also going to directly quote this because I think it is the most relevant point of the thread.     Don't overstretch yourself, and set small manageable goals. If you want to make a tower defense game, build something simple and functional with just one tower to start. Code it in such a way that you can extend it easily. The worst thing I've found about working solo is the shear length of the todo list. So take pride in each time you get a new tower to fire at the enemy, and if you get something new that works well stop and play it for 15mins or so and be happy you got that far.