• 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.

Archived

This topic is now archived and is closed to further replies.

javanerd

[java] Good documentation of a library?

2 posts in this topic

I thought I''d start a new thread as the "Fullscreen frames?" is not a logical heading for this discussion, but you can read from there the beginnings of this discussion. I''ve got to agree with both Arch@on and Jim_Ross. Documentation is the key to get people interested in any library. Unfortunately I thought the current documentation of GameFrame for Java was sufficient, but it seems I was wrong. The problem is that even the documentation I''ve written by now requires quite a lot of effort to keep it in synch with the changing library. As the library is still under version 1.0.0 it has changed quite a lot between releases, but I think the changes are becoming a bit more evolutionary than revolutionary in next few releases so it might be possible to write more comprehensive documentation. The remaining question is what kind of documentation is needed? Documentation is an interesting area as there is ongoing debate (even in the professional community) about what is good documentation of a program. I''ve allways thought that in order to get quickly up to speed you need: 1) A quick overview of the library that conceives the general idea behind the library. 2) Examples, examples and couple of more examples (with documentation of course) 3) The API reference propably in JavaDoc format. What is your opinion? If you have comments on what is wrong with the current GameFrame documentation I''d really appreciate pointing it out to me. As next release is upcoming in next few weeks I could fix a thing or two...
0

Share this post


Link to post
Share on other sites
Ok I give you one bad example: Java 1.2.2 documentation, It doesn''t tell how to use it. It just shows all basic and advanched commands but no how to use it. Like how to define int cursors in older versions, not now anymore because they are replace with cursor.defaultsomethingwhatever.
0

Share this post


Link to post
Share on other sites
Good docs of any library, I must say, should include code snippets of how to work with each key part of the library. For example, say you wrote a networking API, a bad example, in my view, would be giving some documented code on how to write a web browser. No one wants to look through a complete program to find out how to open a socket, write to it, and get the response back.

We all know how to get programs up and running. The libraries add functionality, so I feel that only small pieces of, "here''s how to do this, this and this and put them all together like this..." are best suited for the docs.
0

Share this post


Link to post
Share on other sites