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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 AlluMihu

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  1. Ok, I misused hashes, because I thought you can get the original data back. Still, I think the example explains pretty well what I wanted to say. Consider two players playing chess online, on a website. The game starts and player one(A) plays with white, his colomn that stores his pieces positions (in the database) is like this 1A1B1C1D1E1F1G1H2A2B2C2D2E2F2G2H. second player(B) plays with black pieces, his colomn is like this 8A8B8C8D8E8F8G8H7A7B7C7D7E7F7G7H. Let's say A moves his first(from left to right) horse to 3A, his column will be updated and it will be like this 1A3A1C1D1E1F1G1H2A2B2C2D2E2F2G2H (notice the 1B -> 3A). The two strings that I wrote will be always initialized with 1A1B1C1D1E1F1G1H2A2B2C2D2E2F2G2H and 8A8B8C8D8E8F8G8H7A7B7C7D7E7F7G7H, based on the players color. These strings are the gamestates that I refered to, because based on them, the pieces are printed on the screen. Sorry for not being explicit enought, I hope you'll understand now, here's a chess table:
  2. Hi guys, is it a good idea to store hashes in a database as game states? Let's say I have a chess game, and a colomn of my database stores things like 1A1B1C... and each pair represents the position of some piece (first pair(1A) represents the position of 1st rock, second pair- position of the king etc...). I've read that Guild Wars uses databases as I said and every player in the game is a bunch of data stored in hashes. I know that a lot of developers use sockets, but I find it easier using a database to store states. Can you tell me the advantages and the disadvantages? Thank you.
  3. Hi guys, I need some advice. Let's say I want to make a multiplayer live chess game that has an ELO rating system. I know I have to connect a data base to my game that receives an unique ID and stores a rating, but how am I supposed to make a live 1v1 interaction? And one more thing, I want both players to see their pieces in the bottom of the screen. I work in unity and I didn't find a relevant tutorial to what I am trying to do, almost all of them are about fps/rpg multiplayer. I would greatly appreciate if you can add to your answer an additional link to a tutorial ( if you know one ) about databases connected to unity. Thank you.