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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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Tutorial Doctor

Software Grading: Any Standards?

3 posts in this topic

Are there any standards that perhaps you use, or know to be actual standards for rating or grading a program?


I rate apps (usually) by these standards:


1) Usefulness

2) Stability

3) Design. 


Out of 5 stars, usefulness gets maximum 2 stars, stability maximum 2 stars, and Design, maximum 1 star. 


Not all software is about speed, so I didn't include that one (although you would want it to be responsive). 


If you don't use the software that much, that could be 1 stars for usefulness, but if you don't have to use it much, but when you do, it is super useful, then you can get that 1 stars back. If it is not useful at all, then 0 stars for usefulness (out of 2). Features would be a part of this too. 


If a software is stable half of the time:

1 star. If it doesn't crash at all, 2 stars for Stability. 


Design could go from layout to intuitiveness. If it is unintuitive though, that might affect the usefulness also. But if it would be useful if it were not laid out so poorly, then that would make Design 0/1 stars, and "usefulness as a result of bad design" minus 1 star automatically. Design could include color scheme also. 


Using these brief standards, I can fairly rate or grade any software I use, and can determine whether or not to delete one app for preference over another. 


There are times when I get a bit emotional though:


"1 Star!!!!!! Terrible update! What were you thinking? I will be deleting this app ASAP!... RSVP!! ABC, TNT!!"






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I think you have a good idea there, but I would think that since everyone else does rate specifically off of 'emotion', a well thought out rating like yours would get lost in the pile of useless ones.


I have found myself using programs that I had actually deleted at first due to being useless to me, but I found a tutorial/book/article that helped me get it to do what I wanted, and made that app productive for my particular project. Even though it worked for me, I would never recommend it to someone else.


I think the feedback/ratings I would focus on if I were a developer would not be those on an app store or website from the random users. Rather from the beta testers and other developers that the application was designed for. The feedback, in my opinion, should be strictly for the users that need that application, and not some random person that found it and misunderstood what it was designed for.



Ah, I got a bit off topic there. I 1 star everything because nothing is perfect!!!!  :P


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I have two gradings:


1) how much money is in my bank at the end of the month

2) how much of my weekend and evening time did I spent fixing bugs


Everything else is subjective to me :)


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