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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 Psyclone625

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  1. Thanks frob!!!   I was leaning towards Flash, but what you said about Vassal makes a lot of sense, so I'm going to spend the next couple days or so experimenting with both Flash and Vassal and see which one I feel more comfortable with. Based on what you said, I think you might be right about Vassal being easier and require less experimenting.   Thanks again for your input and quick response!!!
  2. I'm building a online, multiplayer, 2d, turn-based, CCG (collectible card game).  The game itself is already designed, including artwork, over 600 cards, game board, etc, and now I just have to write the code. I'm providing a little background about my programming experience below.   MY FIRST ATTEMPT   I attempted to build this game many years ago using Java. At the time, I was just doing it as a fun recreational project and it was my first real introduction to object oriented programming.  It took me a little while to understand Java since I was teaching myself, but I think I did pretty well, not great, but I was definitely learning.  I had over 25,000 lines of code (i know that's not a lot, but it was several hundred hours of coding) and had built a chat room, the deck building gui, and the game board.   At that point, I started to think that I might actually get the game built (eventually) and so I stopped and figured I better learn how to make it multiplayer. That's where I kind of hit a snag. I believe I used TCP(?) and was able to connect directly to my other computer and chat back and forth between the two computers in the chat room, but didn't get much further and never got it working over the internet. I ended up setting the project aside when my father became sick and eventually passed away.   I can't remember, but I think I thought I might have been better off starting with the networking first instead of building the game and then trying to figure out how to get it to talk across a network/internet.   QUESTIONS   The part I'm most concerned about is the networking and having a random player or friend login/play via the internet.   1) Which language would be best for creating an online, multiplayer, 2d, turn-based, PC/Mac, CCG?   2) Would it be easier/better to make it a browser game or stand-alone?   3) I've done a bit or reading and was thinking about using VASSAL, Flash or maybe Unity3D. Are these good choices? I'm definitely leaning towards Flash right now.   4) When starting out, should I get the game built and then work on the networking? Should I start with the networking and then build the game? or both together?   MY EXPERIENCE   I'm 42 years old and have used a few programming languages in the past, including C++, MATLAB and Java. I wasn't that big of a fan of Java at the time and remember a few people asking me why I built it in Java instead of another programming language, like Flash.  I don't mind learning a new programming language at all since it will take me some time to relearn them anyways since it's been over 5 years since I've really done any programming.