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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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Idleness.

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_the_phantom_

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So, despite being on garden leave I've not really had much traction on my projects.

I blame IRC.
And Company of Heroes.
And the World Cup.
[grin]

So, what have I done?
Well, to start with I've broken a few things in the particle system. After I got the fading working I decided that I was processing too much data; after all each block of 4 particles used the same lifetime information so I was storing 4 times too much information for life and max life.

In trying to reduce this I've made a bit of a mess of the code and, somehow, broken the fading code and the life time code infact so I need to look into that.

I also decided that the method I had for configuring effectors for the particle systems was... poor. Each group of 4 particles was taking at least one indirection per effector and when this list doesn't change (or at least 'changes rarely') this isn't a good solution.

I do have the start of a solution however I'm going to keep quite on it until I've had a chance to a) fix the particle system and b) implement the idea.

I think its a good idea, its an idea I've not seen done yet and above all else its an idea I'd like to get working so that I can write an article about it, either to be book published or gd.net published, well see. (I feel its been too long since I've had my name in a book [grin]).

The other thing going on of late has been The Job Search.
I had an agency on the case, a very good agency in fact, and the guy I was talking to there managed to get me 8 interviews (phone and face to face) down in a very short period of time; and that was beyond what I thought I'd get as I thought I'd get 3, maybe 4, interview offers at most.

Most of those have resulted in "no go" for various good reasons.
I have, however, been offered a position. I won't say who just yet but this does mean that I do have a job in the near future.
Part of the reason for not saying is I'm currently waiting on the results of a face-to-face interview I had friday morning and to see if a 3rd (and final) company are going to want a face-to-face before I fully agree to anything.

What this does mean however is that, at some point, I'm going to have to quickly find somewhere to live as it looks like on the 31th of July I'm moving house to some other part of the country. As to where... well, we'll see how things go this week...

Still, 4 weeks until I move...
Madness.


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