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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. Hi! I have found no information about the genre other than it is sci-fi, adventure and survival, yet it's not enough to get the picture. What kind of gameplay and graphics do you expect?
  2. Morgenstern has to be longer.
  3. A milliard one. What is the milliard you're expecting? It's the billiard with a table of 1 millimeter. Play at molecular level and take part in physically non-usual action (with 3D glasses), yet the rules are the same. "Fun and addicting".
  4. So, this does not allow diagonal movement? I thought, that is all the complication is about. I do not use any of containers for this because I honestly see no reason, yet it works very fast. The only one it could be is the front of the wave (vector). What these priority queue and vector operations are? You make a 2D array, mark it, and if you need the whole path, do it like: Left: 0, 1, 2, 3, ... Top: 1000, 1001, 1002, 1003, ... Right: 2000, 2001, 2002, ... then retrieve the way back, that is much less operations. Don't you?
  5. I tried to get well into your code but I didn't. Just a small tip: Neighbourhood operations are frequent. Do not check on the boundaries, add +1 (or more) size to your map. This will save you code and you can render it nicely.
  6. Hi! I have few pla(i)n questions. Do you have commercial plans on this? Do you plan KickStarter or else? Do you plan other games on this base? As far as I understand, you went from an unbearable project to this scale. (But you did well and your scale is increasing) How do you live? Do you work as a programmer? I am 24 year old myself, live in Kyiv and I am writing a game myself (as everyone here ; ) ).
  7. Thank you. : ) Yep, I am a big fan of that game since like... 6 years old. : )   I have figured out that I need much darker and like... serious style, at least to start with. (Based on my music/sound ideas) Maybe then I will figure out how to make light maps stylish too. I will start making low-quality sprites in some quantity to bring the style first, then add details.
  8. I am working on a strategy game and I have planned my graphics in Warcraft 2 style. I have drawn a footman and a tree: [attachment=35261:mydemo1.jpg] (The grass sucks) I am going to programming now, meanwhile I must determine, what direction my art should go. (Mainly, to focus on improvement or keep drawing as I do, then small changes are left) Are these drawings good enough? Especially, the tree I just made. The tree must be as small as it is, but I can't leave it without feeling, it could be done much better. (The problem is, there is no size to draw the whole tree mighty, but the bottom still must be impressive.) I have to make different trees, so any recommendations are welcome.   Edit: Well, I figured out, this tree is inappropriate. If I made it more beatiful it would become even worse. : O Tree is a resource that dies "billion" times through game. It cannot have that size and shape, because it looks too much distinctive for just a resource and I would feel sorry for killing it. (Still, this is a living tree on real...)   I have to draw a classical compact pine tree first..