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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 this blog

In development of an outer space game.

Entries in this blog

Shane C
So I'm a very weird, out of the norm game developer. I have been making games since age 11. So technically, I have about 14 years experience, and maybe 6-7 of those years active experience.

At the same time, when it comes to programming languages, I am a beginner. I think I can make Pong in most languages without much trouble. But that doesn't make me good. However, I am a novice at "programming" in Game Maker and Scirra Construct 2.

I label myself a beginner in many areas still. However, I do not like to be labeled by others as a beginner, at least not seriously. They don't know my whole story, but I do.

Okay, now that we got that out of the way...

The reason why I bother with Scirra Construct 2 and Game Maker, so far, is because I prefer speed over control. I have little patience and like to see my results.

Sorry if this offends anyone, but I'll also have you know... it took me years before I started installing compilers/compiler based dev environments. Your average one is just a little harder to install than a computer game. And I kind of had a "can't install it easily, not worth it" attitude which was bad for me.

I also have other idiosyncrasies I'm trying to get past. I have a hard time working about 1+ years on a game because my longest game took 11 months and it turned out to be garbage.

I still can't believe I failed my Game Art class but hey, it happens.

Well, see you next time...
Shane C

Game I made

I think it's about time I show you a game I made using Scirra Construct 2: http://games.softpedia.com/get/Freeware-Games/Block-Critter.shtml

I encourage you to download and give it a play.

Postmortem: I meant to get this game on iPad but lost focus due to technical difficulties and potentially, money. The artist I had do the work on the game used some artwork he didn't make himself without telling me. I don't think I'll get in trouble for having this game for free, but I might have had I sold it. I could probably sue but it's just not worth it. I created an indiegogo campaign to try to fund getting this game on iPad, but even my closest associations would not donate. Really the game is fun but it isn't very professional. This game was made before I was in college and also I tend not to associate myself with it, even though it is fun, because I know I can do better.
Shane C
Luke was in love with Martini. She had beautiful hair dyed pink and bright blue eyes. He had dreams of marrying her.

"Can I have you for dinner?" asked Martini.

Luke had never been on a date before. He said, "Sure."

Luke spent all day preparing for dinner with Martini. He wanted to look his best. He wore a nice suit and rented a limousine. He rang the doorbell. Martini's house was wonderful and expensive.

"Come in," said a voice.

The two sat down at the dinner table. Martini picked up her fork and knife. Then, suddenly she jumped across the table at Luke.

"What are you doing?" hollered Luke.

"I told you, I was going to have you for dinner!" said Martini.

...

-How often should surprises and plot twists occur in a game story? Is there ever a limit?

I have played Kid Icarus: Uprising and pretty much everything in the story is a twist. I loved it but they could have cut down on the twists and the element of surprise would have been better.
Shane C

Today's theory

Something which I noticed was that at least for 2D games, smaller resolutions are in theory smoother. At 320x240, you can move the same speed moving 4 pixels a frame as if you moved 8 pixels a frame with 640x480. With 640x480, you would "skip" 8 pixels, while at 320x240 you would "skip" 4. This is just an example. Thoughts?
Shane C
There was something on my mind, and that is whether my next system should have ATI or NVIDIA graphics.

By the way, I am a technophile. The college I'm attending even has the word "technology" in its name.

Okay so I consider ATI's picture quality better than NVIDIA's, although it's close. I compared the two in the HD 48xx days. I have ran two NVIDIA cards with at least 20% overclocks and for years. However I once overclocked an ATI card, a HD 4870, by a small amount and it artifacted when playing intensive games even after I backed down, and a year later broke. I firmly believe that I fryed my card. The other thing is that the ATI cards I have tried have caused electronic interference with my onboard sound that I can hear through speakers or headphones. I have had one NVIDIA card, my GTX 570, do the same, but not nearly as bad.
Shane C

Art

I will be starting the Major portion of my college, art, soon. I have made drawings before but they aren't very good, because of the low amount of time spent on them and my lack of knowing how to texture 2D art well, so I would be embarrassed to show them. However, I might make something good for one of my assignments, that I can proudly display. We'll see.
Shane C

PC Laptops

Make sure you read all my journey entries if you got the time. I post a new one every 12-48 hours.

So today we will be talking about laptops for gaming and game development, and here is a real beauty for the price:

http://www.walmart.com/ip/HP-Silver-17.3-Pavilion-17-e049wm-Laptop-PC-with-AMD-Elite-Quad-Core-A10-5750M-Accelerated-Processor-and-Windows-8-Operating-System/25139245

It features the most power AMD APU you can buy in a laptop, featuring 384 Shader cores. In other words, it can probably game at medium to high resolution at medium settings.

Or if you need something with a bit more horsepower, there is this:
http://www.amazon.com/Acer-Aspire-V3-772G-9829-17-3-Inch-Sophisticated/dp/B00D4AX0Q4/ref=sr_1_1?s=electronics&ie=UTF8&qid=1381061883&sr=1-1&keywords=v3-772g-9829

In other news, I'm still waiting on Nintendo to get back to me.
Shane C

The PS4

So in a little under a month and a half, I will be the owner of a PS4. I actually wanted a XBox One, even before they said retail XBox Ones will double as dev kits. However, the whole dev kit thing has made me want it even more. The problem was, everything went wrong possible so that I could not preorder a XBox One, due to availibility or other problems. However, I was able to preorder a PS4.

I will still appreciate the PS4 though. It is $100 cheaper. And if someone is on a budget and wants some good gaming, I might still recommend it. Their developer policy isn't terrible - from what I've heard, they will loan many developers a dev kit for a year and then expect them to pay about $2500 when the year is up. I have my reasons that if I was to pay that much, I would develop for the Wii U instead. The PS4 has much better performance than the Wii U on paper, but it will be limited by Unity's use of a single core for a lot of tasks and 32-bit which allows for only 4GB memory.
Shane C
Graphics cards have something called triangles/clock. The number of triangles a graphics card can handle is the triangles/clock multiplied by the core clock speed of the graphics processor.

I think my GTX 570 card at stock clock can handle up to 732 million polygons, or about 12 million polygons at 60 frames per second.

While it can handle 12 million polygons at 60 frames per second, I really shouldn't go that high. I have heard that each Pass you do causes the graphics card to basically process the model over. So a 20k model might become 40-60k polygons.

The Wii U I plan on developing for can handle 9 million polygons at 60 frames per second if I have figured correctly for this, but I plan on using 1.1 million polygons total.

You can usually search how many triangles/clock your graphics card can handle, or for a system like the Wii U for example, but the number of results are limited so searches are hard. If anyone wants to know what their card or a system can handle, I can assist you though. Let me know the graphics card or system and I will try to tell you what it can do.

Low-polygon development is best, but there are situations and developers that call for a large number of polygons.
Shane C

Introduction

Hello, I am an online student at the University of Advancing Technology. I will eventually have an assignment where I must create something called a Student Innovation Project, an exceptional project such as a game. For it, I plan on making a Wii U game. I have contacted Nintendo about buying a Wii U dev kit. I've heard they cost $3000. I will use Unity to make the game, which I hear is included with the dev kit.
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