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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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superman3275

As a beginner in Game Programming, I just realized something.

11 posts in this topic

I just realized: For simpler games, the bulk of the work is programming the GUI's/Setting up the User Interface. Getting down the actual functionality is actually really easy, but working with GUI's and figuring out how to implement that system was harder for me. I'm sure for more complex games with huge menus, like RPG's, it's just as Important/Hard, but It surprised me. Today I started breakout. The actual game is probably going to be done in the next three hours, and the menu would take way longer, but if you look at my posts, I made a special set of classes called SimpleGUI for SFML that I'm going to use. Is this true for the larger games you guys make that aren't so simple in functionality, or will I find that when I start making my own games it's actually a way smaller part of the design process?
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GUIs beat me up also. For me, it's not the GUIs themselves but the interaction between the GUIs and the rest of the game, since if I'm using a GUI library (which I am), then it tries to make me do things its way with its paradigns, which are at odds with the way the rest of my game is set up. [img]http://public.gamedev.net//public/style_emoticons/default/rolleyes.gif[/img] Edited by Servant of the Lord
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i dont know if there is a good thing in .net library for text fields but in game maker which is supposed to be easy engine... there you have to make your own text field..

by drawing a white rect and then drawing a border around it so it looks like a text field.
and then you have to draw a "|" and put it on a alarm so it looks like text field is active..
then you have to make scripts to check if textfield is active or not so its not blinking while u are typing in a different text field.
and then you have to make weird storage variables etc so message gets saved if you deselect txt field and then reselect it.

and then you have to check for special characters..

and then so you can edit the string by clicking in middle of the string to put input thingie there... etc.

so much work for a text field lol.... in game maker.

and same thign with anythign about gui in game maker...
no buttons etc... we have to make buttons outselves the same way as text field.

unity is much more powerful and simpler than game maker :D
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[quote name='BUnzaga' timestamp='1349045823' post='4985525']
I would have to agree with glhf about networking. Even a high score system is daunting to the beginner programmer. On the other hand, I am a perfectionist, and unfortunately there is no 'perfect' UI, which is probably why I have such a hard time with them myself.

What gets me are what I call 'What If' situations... what if the user presses down the mouse button, then drags onto my UI button? What if they push down, then drag off? What if they push the UI button, drag off, then drag back on, and let go? Should I have an on-hover effect? Should it glow? What color? Should there be a 'down' effect, for when the user presses down, but has not released yet? Should the event happen on mouse DOWN or on mouse UP?

These are the things that keep me up at night!!!! [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img]

So yeah... networking and multi-player games are a real pain in the ass, but UI elements are a close contender.
[/quote]

lol we are the same!
i am also perfectionist and think samethings.

i even write down all those things you mentioned in my GDD LOL.
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Agreed on the GUI part. That's why I went with awesomium. I can code my gui in html/js/css which is something a lot of people have lots of experience in.
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Wow, I have the most problem with physics. I was able to do simple but effective GUIs, networking and core components easily. But keep working at it, and sometime you will get it. :P
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I have to +1 on networking. What also goes with networking is saving/loading games if you have a lot of state. It's the same problem all again: serializing your structs into binary blobs, and hoping they come back out the same way. Networking is all this, plus trying to keep multiple parties synchronized on the state of affairs.

And there's GUIs. Trying to us a library for it, such as Qt, with something like OpenGL ends up being pure crud. Qt creates a Window, and you get a GLWidget, which is just a rectangle you can draw into. You can't put Qt buttons on top of the GLWidget window (because the graphics card will obliterate anything drawn there in software), so you have two choices: You can draw menus and stuff with plain Qt (no GL), and when the game plays, fill the window with the GL Widget. Or, in the case of a level editor type thing, you have all the menus and buttons at the top/bottom/sides of the window, and the scene is drawn into the GL Widget. (not too bad if you want a OpenGL app with lots of controls, buttons, etc, but no good for a game). There is a third option for Qt, where Qt will let you draw a widget (which can be a frame of other widgets) onto a QImage which updates an OpenGL texture, and then redirects keyboard/mouse events to the OpenGL widget to the GL Widgets "inside" the openGL widget, but using it was even more awkward than this sentence trying to explain it.

When I just want a simple menu GUI, where you have a mouse pointer with clickable regions, and a mouseover or keyboard arrow highlights a selection, I just do it myself. A simple mouse/keyboard menu is very little code to get right.
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you must try to divive your game logic with your GUI code.
and you can use the signal/slot or event mode whith the notifycation between the game logc and GUI.
more techniquly. you can use scripte language such as lua, python to relate your game logic and GUI.
just follow one rude.
when you adjust your GUI. your wouldn't modify your game logic code.
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