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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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  1. I would go with vectors all the way. I mean: position + velocity + acceleration. That solves all your issues. All you have to do then is use the paddle velocity as ball's acceleration on every collision. Take a look at this beautiful series on Coding Math by Keith Peters. I still watch it sometimes to remind myself to keep things simple.
  2. I know, I'm an ass... but it's Quantitative.
  3. I might go far here but start with the smallest steps possible in mind, something like kseh described above. After you know the basics of the chosen language learn how to test it. The most eye-opening experience for me was to stumble upon the assert function but to make it simpler here's your first lesson on TDD. Let's assume you're writing your code in python3 language in mygame.py file. This is how you would test it in a separate tests.py file: import mygame # this is our "assert" for dummies ;) we will call it "verify" def verify(condition, error_message): if not condition: print(error_message) verify(mygame.player.position() == (0,0), 'Player did not start in 0,0') mygame.player.move(0,2) verify(mygame.player.position() == (0,2), 'Player did not move two steps right') print('FINISHED') The beauty of this lies in the fact you can write your test code before you actually write this part of the game. What's more, whenever you break something in your game, you can just run python3 tests.py in your command shell and it will tell you exactly which assumption got broken so you'll be able to quickly fix your code. What the above test tells you is that you need mygame that has a player who starts in a position 0,0 and has an ability to move. Now go code it with some ASCII graphics.