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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 QuinnDexter

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  1. I've been in MI hell with C++ on many occasions and when you are put on a project and encounter a class with three or four base classes I can feel my testes retreat.    There's a good blog here talking about why C# doesn't support multiple inheritance which might answer your initial question.   http://blogs.msdn.com/b/csharpfaq/archive/2004/03/07/85562.aspx
  2. There are posts on Gamedev that are boring and some that are interesting but this one made my Friday
  3. The best way to start writing a text adventure is to come up with a decent story and how the protagonist exists and interacts within that new world you have created. Then develop the engine around that.    I found that writing an engine from the ground up before I knew what type of adventure it would run led to me engineering in limitations about what the player could do.  I knew how the story should play out, but had written a generic parser and system which was similar to other really basic text adventure games.    You can't beat a blank pad of paper and pen to hammer out a design first.   Good luck. 
  4. There were a few of these back in the days of the Amiga and the game Captive springs to mind.  Not seen one since though apart from of course system shock..etc
  5.   I agree with Vortez.  If you ever have any issues with rendering text from a buffer just drag it into the memory window and what exactly it is you are trying to render. In this case you would see that every other character is a null.    You get the same effect if you attempt to display a wide to the console using %s or %S instead of using  %ls.    I've been burnt by this in the past. its almost like an initiation right     Good luck
  6. Ooops, wasnt logged on. <Ahem> Usually you will get that debugger message if you are trying to debug a release image. I used to use Vis studio 6 and believe me it took me a while to figure a lot of things about 2003.