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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.

__Daedalus__

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  1. How about you rename it "BullDozy Bastard 2"? [smile]
  2. James Brown sums this up: "Too funky, funky in here! Gimme some air! Open up a window, man!"
  3. We have a cockatiel and it is the most miserable, mean, spiteful bird in the entire world. I want to wring it's neck but I don't think it has long to go so I'll let it live out the rest of it's gloomy existence [grin]
  4. Doesn't your ISP give you some web space with you package you could use to host files?
  5. Quote:Original post by Nietsnie Quote:Original post by _Daedalus_My birthday is on April 5th :D Wow me too :D BTW: Do you play Soldat _Daedalus_? Cool! [smile] Never played Soldat but just looked at the website. I may come back to that when I get some free time!
  6. Heh, a while ago at work I put the power connector in to a hard-drive while the PC was on. There was a small bang and the whole thing went off. Fortunatley it was only the fuse in the plug. You live and learn!
  7. Quote:Original post by Coward Quote:Original post by Etnu I can't believe it took them 16 years to think up a name for that guy. As this picture clearly indicates he had a name all along: Where? I am blinded by that huge specular highlight on Bumblebee Man's ass!
  8. Quote:Original post by DMINATOR 2 kSquared Tnx for example, but I am still confused. Has anyone been working with abstract classes in real projects ? What advantages it had , any examples ? I used an abstract base class in my event-driven DirectX GUI system. The base class had functionality and variables inherent in every one of the GUI controls that would be derived from it. Some examples of these member methods are: GetWidth(); GetHeight(); GetParent(); GetSibling(); GetXYPos(); So derived controls would have this functionality through "implementation inheritence". The pure virtual methods in the base class (making it abstract) that each derived control had to implement where the events methods, for example: OnRender(); OnMouseDown(); OnMouseOver(); Technically interfaces, on the other hand, should not offer any implementation when they are inherited from. They are just a contract that guarantees to offer certain functionality when they are derived from. It should be noted that C++ is very strong on implementation inheritence but does not actually support interface inheritence.
  9. Hold on to your nuts! It'll be a rollercoaster!
  10. C'mon! You know you love a bit food poisoning!
  11. My birthday is on April 5th [grin]
  12. while(1) { }
  13. Just drink a huge glass of water after your session before you go to bed. Ever since I started doing that I have never had another hang-over.
  14. Detail, detail, detail. Did I say detail? I meant DETAIL! Give your world and characters an interesting history. Describe everything. Develop lots of sub-plots in conjunction with your main story. Make them intertwine. I prefer a story with some lineality to open-endedness. There was a cool theme throughout the game "Illusion of Gaia" where you collected red crystals as you progressed through the game. I think there was like 52 of them scattered throughout the world. In pots, wells, caves, chests etc. If you collected them all you got an extra section to explore after you completed the game that expanded on the ending but you had no idea until you found them all. Things like this will add longevity to your title. Break the mold a little. You can do that being an indie developer. I am shocked and appalled that you have chosen a medieval-fantasy setting [grin] You'll get no plaudits from me for that one. For the love of god stay away from anime. It is so passe - like goblins and ghosts!
  15. Quote:Original post by MonkeyInBlack Quote:Original post by __Daedalus__ All the voting in the Euroshit song contest is politically motivated. It is quite ridiculous to watch and makes me cringe. I'm tired of that same old argument. Here in Belgium it's the same each year : we have a great contestant and will surely win ! (but offcourse the song isn't worth being sent to the kids eurovision). Then, when the song rightfully only gets the last place or so it's all because of the politics - conviniently forgetting that with a descent song we ended 2nd the year before. It's all politics until one year there actually is a good song and the country finishes on top - then suddenly it's because it was a great song . </end rant> I'll bet you a virtual £1,000,000 that Greece and Cyprus each give each other 12 points this year [grin]