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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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Cornstalks

for (score and seven; years_ago; ...

9 posts in this topic

... he wrote in a project for a client ...

#define years_ago (score < 4)
#define and =
#define our_forefathers (score++)
#define seven 0

And when they do a code review, he might discover they are a FORMER client.

It might look cute, but in a professional environment stunts like that can easily mean losing your job.
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And when they do a code review, he might discover they are a FORMER client.

It might look cute, but in a professional environment stunts like that can easily mean losing your job.

The client is actually a programmer himself and did a code review, and inserted the comments:
 
...
// my favorite #define ever.
#define seven 0
int score;
 
- (void)setImage:(UIImage *)image
{
    ...
    // Friggin awesome.
    for (score and seven; years_ago; our_forefathers) {
        ...
    }
}
So I guess it's all good.
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Bonus: and is actually a keyword in C++ (inherited from iso646.h then made part of the language), so that macro is effectively changing the language itself. Can't get worse than this.

 

Reminds me of somebody who found long long ago in a file, except of course in that case it was something perfectly acceptable that happened to fit perfectly (long long is a built-in type, and ago is a variable name). No cheating needed there.

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Bonus: and is actually a keyword in C++ (inherited from iso646.h then made part of the language), so that macro is effectively changing the language itself. Can't get worse than this.

 

Reminds me of somebody who found long long ago in a file, except of course in that case it was something perfectly acceptable that happened to fit perfectly (long long is a built-in type, and ago is a variable name). No cheating needed there.

 

The code is Objective-C so no worries about it being a keyword.  But it is Objective-C which is a coding horror of its own.  I shudder the days I need to work on iOS stuff at work.

Edited by stupid_programmer
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