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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.

CazHouse

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  1. Awesome feedback man. I really appreciate it. This is exactly the kind of thing I was looking for. I can see though how it is a little overkill for the simplicity of the projects I am working on now, but I will start using it where I can as my projects grow larger. The hardest part for me so far in understanding it is what "services" are worth providing with this method. The article explains that to some degree but I want to make sure I don't go crazy with it and over use it either.
  2. My Question: HOW do I efficiently collect data and keep it updated for later reference?   My Programming Background: I am very new to programming and have chosen C# as my first language. I have been reading about it, watching tutorials, getting time behind the keyboard, and have been moving along pretty well. This has been over the last 6 months or so and I have (for the last month) been working on my first project. I am almost done with creating Pacman as my first attempt at something and it turned out better than expected.    My Problem: Looking back on my first (almost) completed project I was able to see a lot of places where my code was messy, and where data was either poorly passed or poorly maintained. I found that there are a lot of variables and values that I want to keep track of throughout my project because they are referenced deep in my code or referenced often throughout a class. Some examples are Screen Dimensions, Mouse Bounds, Player Position, etc. These values, so far, are pushed deep into the code through parameters and method calls and stored where they are needed. This seems cumbersome and poorly designed. I know that Delegates can be helpful in keeping values updated in other classes, but I am still confused as to how you get a delegate deep into a class hierarchy without having to reach all the way down and place it there just like placing the value itself to begin with.    I feel like maybe having a static class that doesn't need to be passed or instantiated can help hold the data. If I keep that up to date I can just pull out those values wherever I want. I am not sure that this is practical, or ever possible the way I want to use it. I am really looking for better options or some guidance here. I have done a lot of research and have not found anything that helps me so far.   To make this even simpler, lets just discuss the first step; getting data from all over my project into 1 class without coupling, heavy parameter passing, and so on.   Say i want to make a class that displays all of my values that I am testing out on the screen. It shows mouse bounds (updated in an input class), player position (updated in an actor class), map position (updated in the level system), etc. These values that I want are scattered throughout my code. Some classes I want info from are deeply nested in other classes.