• Announcements

    • khawk

      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.
Sign in to follow this  
Followers 0
Servant of the Lord

Mercurial commands - do I understand them right?

4 posts in this topic

I'm new to source-control systems in general, and I decided to go with Mercurial. Everything is already set up and working fine.

I have all my source code, and my data files, in the repository.


I use hg locally, so I'm not connecting to any server; I just have:




Would "../path/to/my/project/" be called the 'working directory'?

And "../path/to/my/project/.hg/" would be the "local repository"? (And in my case, the local repository is the only repository?)


I'm writing myself a cheat-sheet to print out and have next to my monitor, and I want to make sure I understand the commands and terminology and everything. Help me get my terminology and (more importantly) my mindset correct, please!



Some of the definitions I copy+pasted from other sites, so it doesn't necessarily mean I understand them - I might just think I do!
But most of them I used my own words to describe them, so if the wording is wrong, please correct my thinking.
So if you wouldn't mind, could you look over my descriptions of each command to make sure I'm not making a mistake?
I understand most of these commands also have additional options, but I don't want to be too overwhelmed with information all at once (I don't want to get feature-shocked), and will pick up new features overtime piece by piece - unless you notice I'm missing some super-important command, in-which-case please mention it!
Also, I couldn't get the hg diff command working.
Suppose I want to check the difference between revision 3's ./project/file.txt and revision 4's version - what's the right command?
" hg diff <filepath> -r 3:4 " isn't outputting anything, but I made a change to the file and commited.
" hg diff <filepath> -r3 -r4 " also didn't output anything.
I can't get " hg history <filepath> " to work either (it isn't outputting anything).
But a simple " hg diff <filepath> " works (after doing another change so that the local directory and the repository are different).
Is the tag 'tip' a special-case tag in Mercurial that refers to the most recent commited revision?
What is the tag 'head'?


Also, I'm thinking of using this scheme for my branches:


Would you recommend changing anything about that? Remember, I'm completely new to source revision control.


Share this post

Link to post
Share on other sites

The "Development" and "Stable" branches seem redundant: both represent the current state, merged from various feature branches where most development takes place, of somewhat complete new developments (as opposed to the  current state of what you are ready to release, the "Release" branch).

Both are equally suitable to serve as the starting point of new feature branches and as the proper source of consolidated new stuff you merge into "Release" branch.

If one "Development" branch isn't enough, probably you need more transient branches: "Feature X+Y" for merging with substantial rework, alternate development branches that differ by variations of a certain feature (for example, to evaluate comparatively the performance of different algorithms or the quality of competing external libraries), possibly throwaway experimental branches that aren't particularly associated with a feature.


Share this post

Link to post
Share on other sites






<assorted feature or refactor branches>


And I guess I tag major versions of the Development.


Share this post

Link to post
Share on other sites
That's the tutorial I read, along with some additional googling for specific commands.
Thanks for the recommendation though! It seemed like a great tutorial, but I can't judge its quality being new to the subject

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
Followers 0