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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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kirkd

2D Array - really that hard?

6 posts in this topic

By 'inherited' I hope you mean 'replaced within minutes'.

 

Excellent observation, but actually "inherited" in this case translates to "deleted and rewrote from scratch."  8^D

 

Just one more layer of fun.  When my colleague left, I was given access to his folders where he stored code - he didn't use any code management system, as if you needed to be told that.  I had to navigate by timestamps since his directory structure consisted of :

 

/old

/older

/new

/newer

/newest

/newer_than_newer

/most_newer

 

I'm not kidding.  <shudder>

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By 'inherited' I hope you mean 'replaced within minutes'.

 

Excellent observation, but actually "inherited" in this case translates to "deleted and rewrote from scratch."  8^D

 

Just one more layer of fun.  When my colleague left, I was given access to his folders where he stored code - he didn't use any code management system, as if you needed to be told that.  I had to navigate by timestamps since his directory structure consisted of :

 

/old

/older

/new

/newer

/newest

/newer_than_newer

/most_newer

 

I'm not kidding.  <shudder>

That's what I encountered when I worked with a team during my undergrad: I had to enlighten them to the wonders of SVN. My most helpful and competent partner on an OS assignment kept all versions of his code in various folders on a thumb drive.  We once spent two hours comparing lines on a "fix" he was trying to implement only to find out he hadn't put the latest folder onto the thumb drive.

 

Your pain, I feel it.

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We once spent two hours comparing lines on a "fix" he was trying to implement only to find out he hadn't put the latest folder onto the thumb drive.

 

 

Ah, the classic TDVC - thumb drive version control.  Love it.

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I haven't even started using version control at work until roughly 3 years ago. It was a pretty small company back then, and we were subcontracted by a different, larger web development agency who's in charge of giving updates to our client. The project was kept in an online SVN repository, and that company basically forced our company to switch from FTP to SVN to do the job. Previously, in the rare case that I had larger projects with remote employees, we often stepped on each others' toes and accidentally erased each others' changes a few times.

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By 'inherited' I hope you mean 'replaced within minutes'.

 

Excellent observation, but actually "inherited" in this case translates to "deleted and rewrote from scratch."  8^D

 

Just one more layer of fun.  When my colleague left, I was given access to his folders where he stored code - he didn't use any code management system, as if you needed to be told that.  I had to navigate by timestamps since his directory structure consisted of :

 

/old

/older

/new

/newer

/newest

/newer_than_newer

/most_newer

 

I'm not kidding.  <shudder>

That's not so bad.

 

Our whole intra is like that (take what you have there and multiply by 100).  My team lead (the guy above me), looked at me like I wanted to kill kittens when I proposed that we clean it up and make more consistent structures (to him, this was "logical").  This is the same guy who never heard of the waterfall model and dropped out of the CS program because it was too hard.

 

My last day is next week.

Edited by ysg
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