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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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elmasmalo1

SSE- Server Side Emulation, What Comes After This Step?

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Hello everyone, I have been into Gaming since lot of time! More like over 10 years now, and I have taken everything from Sega Genesis to PS3, Excluding Mobile Game systems like N-Gage, I never liked those type because it simply wasn't my type of gaming =D... But skipping my story.

 

I started playing this game called Godswar and I found it pretty good and entertained, I have been playing for around 3-4 Years now since I was in Highschool, as I was in Highschool I started to work in a project, which would include making a Private Server out of the current Godswar Game, of course I would only start doing the Emulation part of it, and after I got all that stuff done I would move on making the actual private server...

 

But as soon as I finished highschool I went to University and started taking Computer Science Bachelor.. I sank myself in all those topics and really made a big deal out of it, So I got back to my original project with more energy and enthusiasm, so I got back to it, and started working on it.. practically all by myself I only could got up to the part of making the actual packet sniffer and sniff packets in-game, and help from another guy who had another packet sniffer... I got his packet sniffer first then I made mines but his has the game encryption decrypted, and mines does not has it (YET).

 

NOTE: Primary languages used are C++ (The another guy packet sniffer was written in VB6...)

 

So I came here asking for people who knew more.. On what would be the next step to accomplish? well.. I mean I got the packet sniffer already... I got the encryption/decryption functions done.. now I know how the system should work... but... What comes next?

 

What I think of is making the functions on based packets received... I mean when I receive packets.. write those packets into a handmade server.. to when my server receives those packets it handles the next one which comes next... or... I dont.. know... At this point i'm blank...

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I suggest building the thing you want one small step at a time.
Make a big list of all the things you want it to do.
Then, pick one thing on that list. Does your system do that yet? If not, implement that.
Repeat!
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So first thing I would like to implement is to actually fork the login server connection, so I have to make when the server asks for authorization the same as I receive the packet from original server? so far I can only test this settings with a homemade local database system using a simple text file and selecting to read data as usernames and logins from it

Edited by elmasmalo1
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so far I can only test this settings with a homemade local database system using a simple text file and selecting to read data as usernames and logins from it

That's fine for development. You can even keep it in RAM and read in the file on start-up, and write it out everytime it changes. Mock up the parts that aren't important for the next step along the chain, and implement one thing at a time. Write good tests each step along the way, to let you know when you break some previous step.
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