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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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Luke Holden

Looking For A Engine

3 posts in this topic

I have a multiplayer fps game I want to make, and wondering if I should stick with Unity 3D, or move to a different engine. The game I have in mind is very similar to battlefield. The main concern I have is I want to be able to support at least 64 player matches. There will be alot of people using vehicles and planes so the maps will be large. I want the maps to be wide open with no fog.

I've read that the Torque engine could handle 100 or even over 125 players. Although the graphics of the games made with Torque dont look that appealing. And wondering if that would spell trouble for my game.

I have no networking experience so I will be learning that along the way. Although I want the easiest platform to work with and the most suitable engine for my game.
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Unity uses the Raknet library for its networking implementation and you can also use the .Net sockets and write your own or use an existing one. A lot of people use Photon server with Unity when they want larger amounts of players and/or dedicated servers. Realistically you could do everything you want regarding networking with Unity you just have to build the implementation. Also note that supporting a large amount of players isn't really about which library/engine you use but about your implementation and how much data you are sending, etc.

Also note that aesthetics and graphics are completely separate topics that usually get lumped into the same thing by newcomers. It is impossible to judge an engine by looking at screenshots, etc because you are comparing the aesthetics of the art and not the technology itself. There are many capable engines for indies (in my opinion Unity and C4 are the two best) and performance and how it looks will be determined by your art team and programmers, not the engine itself.
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thanks for the response. I'm researching Photon right now and also considering ulink. I heard that Unities built in networking is not very good. Or at least needs a ton of networking skills to do correctly.

I've been a 3d Artist for 5 years so I know that graphics and performance are two different things. Although I like to look at the graphics of engines so I know that people are able to do detailed work and the program is not technically limiting their capabilities.
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I agree. It doesn't matter if you have the most powerful computer in the world, with the most advanced and sophisticated photorealistic rendering algorithm conceivable - if your textures and models are crap, your graphics will look like crap. Basically, you will have given a correct solution, to the wrong problem.

That said, it works the other way around too. If you have epic graphical assets, you can pull off wonders with just some ingenuity on even really bad and inaccurate game engines.

Of course, having the best of both worlds is probably the better choice here.
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