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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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Nexian

Common Game Concepts and Implementations - Book/Web (C++/DirectX)

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Hello all!

 

I constantly think up new questions while I am pondering over game mechanics or common game concepts and I was wondering if there is a place where these things are discussed in full detail.

 

Things like:

 

  • Game Server/Client code: Do you make your own? Is there a common library often used by developers that incorporates functionality for encryption and efficient packaging? Does a single player game just use a local server or is there a totally different structure? Is there a general standard? Do's and Don't's? Standards for SQL based server side storage of permanent and real-time data? Best practices for preventing hacking via packets? etc.
  • Loading your game: How to load your game successfully over as many PC variations as possible? Fullscreen and Resolution structure and initialisation? Texture storage? Saving settings (config file?)? Error reporting? etc.
  • General flow of development. This one I think is the hardest for me. I get tangled in knots. I want to make the texture storage, but then I need to make the checks for resolution better when initialising. But I really want to just start making the game. Can I do that before fully implementing a client/server structure? How about sorting rendering in view? What if something changes mid development and I have to change a ton of older stuff? Maybe I should do the chat log first with a text write out for debugging later? etc. I just end up worrying over what to do and end up doing nothing :P

I am not after perfect solutions to my issues here. But I generally feel like I need a real guide to these things. Something that says "When making a game, this process is done by..." rather than examples. Most server/client structures I have seen, for example, generally conclude with the sentence "Of course, this is only a basic model and would by woefully inadequate for a real system". I.e. good for showing the concept, not good for practical application. In the case of the server/client I don't want the code written for me, but I want to know what else is needed.

 

Short version. I have been dealing with vague for a while. I could really do with some helpful web or book references that focus on specifics. Ideally using C++ and DirectX. But I don't really mind about the language so long as the concept is there.

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