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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.

Brian Sandberg

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  1. Happy birthday!  I don't want to do the math on how much time I spent reading here :)
  2. The title is a false dichotomy, just like "is handheld or desktop the future of gaming" would be.  VR is a new platform, and will take its place beside the other platforms; not replacing them, but supplementing them.  Also, its much too cool to be a passing fad.
  3. As fastcall wrote, you need a webserver to host your site, and optionally a domain name.  There are several ways of getting one of those - either a service that lets you host just a website, or getting/renting your own machine and installing webserver software on it.   It's going to be easiest for you to just use a.service. This is probably as good as any; it lets you try for free for a few days while you figure it out, and after that it's $1 / month.  http://asphostportal.com/ASPNET-Core-1-0-Hosting.aspx   If you're feeling more adventurous, you can use a cloud provider that gives you a complete machine of your own, that you then put an operating system and webserver software on.  Since your tutorial was for aspnet core, which runs on both Windows and Linux, you can use either of those operating systems.  I'm hosting the web infrastructure for my game on linux boxes from these guys, which is cheap and stable and I wholeheartedly recommend.   They'll sell you a full virtual machine with Linux for €3/month.  https://www.scaleway.com/   If you want a domain name for your site, you'll have to buy a domain, and configure it to point to your webserver.  There are countless places to buy and manage domains; google is one of those.
  4. I'm thinking about jumping on that sale Unity has on their Unity Plus subscription at https://store.unity.com/offer/unity-plus , but I wonder if upgrading my own licence will give me any grief when working together with friends who are using the free version.  I'm sure there was something in a FAQ once about everyone on a project having to use the same version, but it doesn't seem to be in the FAQ now.   Do anyone know how that works?
  5.   I second that.  Typescript and HTML5.  Use AngularJS (or Angular2 if you're feeling adventurous) for all your UI needs, a raw canvas or some library like easeljs or threejs for your interactive graphics needs, SignalR to communicate with a server, ASP.NET Core on the server, a Postgres database...  This could be written so quickly it'd make your head spin.
  6.   Why do you think UE does that so much slower?  Looping through a bunch of meshes, binding buffers and shaders, shouldn't leave room for extreme overhead?
  7.   That's really interestering.  Could you give an example or two where another engine is that much faster than Unity or UE4?
  8.   Or "using XML" or "on a handheld device".
  9. You could also just use OpenGL bindings directly, and do your 2D stuff with that.   Have a look at something like OpenTK.  Using OpenGL directly will take a bit of extra effort at first, but it's knowledge that'll serve you well in the future, no matter what language or engine or platform you end up working with.  It'll also let you write 2D games at first, and then add effects and 3D elements to them without having to start completely over.
  10. Wauw, that kind of sensor should be in every phone.   But needing an internet connection and access to some service in the cloud?  Ridiculous.  I cant see any good reason for that, other than lock-in.
  11.   Exactly.  "Cure world hunger", when held as a goal by a human, lives in the context of general human values, and weird solutions like "lobotomize everyone to not feel hunger while they starve to death", that offend those values, are automatically rejected.   The problem of friendly AI, in a nutshell, is to give it that context of commonsense human values.