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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 NeoRetro

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  1. I'd love to game on this thing ... but I'll be VERY happy if I can use it to replace my EOL Boxee Box as my home media player.   It would be great if the unit stayed the same size and you could swap out the internals every year for the latest and greatest...  :-)
  2. Looks big enough for the GPU, CPU and RAM to be actual, mechanical devices...
  3. In regards to Trello time estimating...   If you use google docs with Trello, you might be able to mine the cards/lists for info related to the checklists.  Basically using a checklist to form an estimate of time (define each checklist entry as a day, half day, or hour).  Then mine the card for the number of checks remaining (versus initial count) as the project progresses.  This will give you initial estimate, and velocity if mapped against days.   http://kevinpelgrims.com/blog/2012/03/06/project-progress-tracking-with-google-docs-and-trello   Ex:   - We have a IPAD GAME board. - On that board we have a GAME PROTOTYPE list (among other lists related to concepting and full development)  - On that GAME PROTOTYPE list, we have a GRAPHICS ENGINE card. - On that GRAPHICS ENGINE card I estimate 10 days to complete the engine.  I create a detailed description of what I intend to do, and place a checklist with 10 items, each called "1 day of work complete." - As the prototype progresses I check off each day of work.   - Other team members check off their progress as well for ARTWORK and GAMEPLAY on the same prototype card. - If I need more days I add another day to the checklist. - My manager is subscribed to the card so he is notified of any changes I make.     I haven't needed to do this yet, but I imagine implementing this in the next few months.  Or looking for a paid solution.   My team is always in google docs and google drive/chat, so using Trello in this manner makes sense.  But we're very small.  Have no experience with Trello's signal/noise ratio with large teams.
  4. @Aimar - Just to put in my two cents. I'd use the following: Corona SDK (use free version)- uses Lua programming language. Lua Glider IDE (use free version) - works GREAT with Lua/Corona SDK (based on Netbeans). Codea - allows you to program entirely on the Ipad itself. Uses the Lua programming language. Textastic - code editor for iPad/iPhone, Objective-C and Lua syntax highlighting, and many other languages. Texturepacker - download free version Physicseditor - download free version You should also set up a free GIThub account, do a short GIT tutorial on youtube (you'll need this as you progress in your development). Also get a free dropbox account (you'll need it). Sign up for google docs (and search for project management and game design google docs templates). You'll still need a Mac, Xcode, and an Apple Developer Account if you want to build to an actual hardware device (and not just use a simulator). So running through some youtube tutorials on Xcode installation, Apple developer registration and setup, and device provisioning (complex) should also be an additional priority. There is a TON of code and training material on the web for these tools. And many of the tools are the same as those you'd use for Cocos2D development (texturepacker, physicseditor, box2d, etc).
  5. Hi all! Just wondering what type of directory structure you're using these days for indie, small team game development. I've got a small office setup (Mac, PC, PC laptop, NAS). Programmer works remotely. Audio engineer and an artist drop into the office every now and then but tend to work remotely 75% of the time. Projects are not data heavy, so a Dropbox account works fine for remote access and (lite) version control. We're also using teamworkpm.net and skype to manage project communication and documentation. Finally, tools are photoshop, unity3d, flash, cinema4d/Max, after effects, illustrator, soundbooth, excel. --- I'm looking for a structure that is simple and that would make backing up critical files easiest. Would love to hear your thoughts as well as what tools your using. ---EDIT--- Here is a prelim directory structure cobbled together from the web and my own thoughts. project **_fromClient **_legalContracts **_purchasedAssets **art ****2d ******bitmaps ******fonts ******GUI ******vectors ****3d ******models ******textures ******scenes **audio ****music ****soundfx **builds ****12-29-10-v1 **code ****client ****common ****server ****tools **documentation ****concepts ****designDoc ****reference Underscored directory names are likely to be kept out of the dropbox share, or unused (client-provided materials for example if your team mainly works on original IP). Also note that some folders are placed on the same level for convenience, for example: bitmaps, fonts, GUI and vectors. ...it is likely that elements in the bitmap, font and vector folders will wind up in GUI. And fonts can be in bitmap or vector forms... Builds are placed into folders with date and version. Much of this layout comes from another website, can't remember the name at the moment - will post it when I do - I thought it was a good starting place for discussion. Also, this format might need some modification to work with tools that 'require' a particular directory structure. Please ignore the asterisks. Couldn't figure out how to get spacing/indentation to work. [Edited by - NeoRetro on December 30, 2010 6:01:24 PM]
  6. Folks, Just looking for some recommendations for bug tracking and project mgmt software for small team projects. I've been reviewing fogbugz and pivotal tracker, but am looking for some additional input. Free for 5 or less people would be best, but would pay up to $50 per month... Bonus points for iPhone app, cool plugins, and extra remote collaboration features. Will likely be using this tool with skype (chat, video chat, screensharing) and gmail accounts. Thanks! [Edited by - NeoRetro on September 23, 2010 2:16:20 PM]
  7. "STAR CONTROL II - Super Melee" http://en.wikipedia.org/wiki/Star_Control_II http://www.youtube.com/watch?v=mKRAtUrKepo&feature=related (be patient and watch the battle play out) http://ledmeister.com/supmeler.htm
  8. Take a look at the following links. FPS Engine in Flash: http://drawlogic.com/2008/06/01/as3-3d-engine-alternativa-platform-officially-launches/ Open Source Actionscript3 3D Library: http://blog.papervision3d.org/ also http://pv3d.org/ and http://dailypv3d.wordpress.com/ and http://papervision2.com/ Open Source Actionscript3 3D Library: http://www.flashsandy.org/ Open Source Actionscript3 3D Library: http://five3d.mathieu-badimon.com/ and http://lab.mathieu-badimon.com/ Misc. 3D Test/Examples (click on pics): http://blog.r3c7.net/ --- Nowhere near the level of the newest games, but definitely possible to make a quality browser-based experience if you mix 2D and 3D elements. ...and note, performance will improve dramatically with the next iteration of the Flash player due this year (http://labs.adobe.com/technologies/flashplayer10/). In the next 6-12 months expect to see a legion of "quick and dirty" 3D games done in Flash. In 12-18 months we'll probably see sequels to higher-end Flash Web games like "Sonny" or "The Last Stand" start to go 3D. However, monetizing all your hard work, and setting up "inexpensive" multiplayer is another story...