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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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About Silvo

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  1. I'd just like to say, I really liked the music. Listening to just music first, and then with sound effects, I have to say that i didnt really notice much difference. It seems quite lacking in sound effects. But the music was really good, and felt very appropriate. When I looked at the original, it was kind of dissapointing...
  2. I don't even want to speculate on what DirectX 11 might be, but I'm hoping it'll be released with Windows 7, and that they both will be as good as I think they could be. I'd like to skip DirectX 10 and Vista entirely, if possible, I've heard bad things about both. One thing I don't want to see is some wierd hardware thing where it isn't supported properly. I seem to recall this happening with DX10 and Vista (don't quite remember what the DX10 issue was, but I definitely remember the Vista Certified fiasco). I'd hate to buy a "DirectX 11 Graphics Card" to find that it only works with features X and Y, but not Z. Someone said something in this thread about developers moving to consoles to avoid the version issues with DirectX, and that got me thinking. When do you think we'll see an API that spans all (or most) platforms? It seems to me that this would be very beneficial, as now consoles have very similar hardware and capabilities, and we already have XNA, and I think a version of OpenGL works on the PS3 or Wii (can't remember). I'm not very clued in about consoles, so maybe this is already the case. How hard is it to take your code that runs on one console and make it run on another?
  3. I also don't think that 4 elements should be "encouraging" 2d over 3d, and I am even more opposed about it providing the textures to use. Unless there is a lot of them (I mean *a lot*), you'll end up with very similar looking games. I think that the elements should be ones that lend themselves to easy modeling/drawing, or at least don't lend themselves towards something difficult to make (ponies). Also, as far as I'm aware, it is about making a game, not just designing and programming it. To me, that includes resources like music, sounds and graphics. Yes, you can use freely available resources, and if you arn't a programmer, you can use freely available tools to make your game without programming.
  4. I think the two things that put me off were: 1. No known major prizes (even though I doubt I'll ever get one, maybe every one else's hard drives become corrupted...) 2. The elements. I'm not going to even try to come up with a reason why they weren't good, but they weren't. I think the crux of the matter is that competitors will want elements that allow them to make a game that they actually want to make. It is a large time investment, and you want your game to be something you want to make. I'm not saying that they should be vague enough so that any game at all could be made, but there should be some flexibility as to the genres you can make. It could just be my lack of imagination, but I certainly struggled to come up with anything that wasn't a comedy. The other issue for me (and probably not many others), is that I struggle to persist with one thing for too long, which is part of the reason that I have actually finished very little. If the available time was shorter, its possible I might actually aim lower and actually finish it. Especially if I could get a free graphics card out of it... I just had a thought then: what if different prizes were awarded for different areas. Like, most technologically advanced (or complex), most original, most fun, most well polished, most playable (i.e. for all age groups and interests, the game with the largest target audience), etc. Just a thought. Means more judging, more prizes, and more specialised entries. Some people might try to make it really pretty (3d, particles, physics, cool 3d effects, etc.) to win the technology category but have a pretty crappy game. Anyway, I aim to enter next time, but we'll see.
  5. I've remember reading something about another one, supposedly better than svn, and free, called Git. I've only ever used svn. Have any of you tried Git? And would you say that, for a hobbyist developer, versioning control software like this is necessary?
  6. Good luck! I hope it works out!
  7. dmatter: I have looked in Genetic Algorithms, and they interest me a lot. I am seriously considering it as a plausible option from my essay. I have not looked into neral nets before, but I have heard about them, so I will have to look into them whenever I get the chance (whenever that will be!). Thanks!
  8. Thank you also, ibebrett. Hopefully today I'll have enough time to research these properly.
  9. Hi, I did have an issue with C# that I needed help with, but by writing up a post here and explaining my issue, I found a solution to my problem before I finished typing the post. Thanks!
  10. Wow, thank you very much! I will look into those when I get the chance. As for the Lisp one, I will look into that, even though I probably wont choose it for my topic as I do need to include citations and it is basically a research task, but Lisp has interested me in the past. Thanks again, I have a lot to read into. Any other ideas anyone?
  11. Thank you! I have previously put much consideration into the limitations of English, and how difficult it would be for an AI to interact with a person. I also vaguely remember looking into Lobjan, or something like that, which is supposedly an entirely unambiguous language. This could be very interesting... I still need to investigate it some more to see if there is enough information available and if I can form a topic question on which to write my essay. Thank you very much!
  12. G'day, I am doing a high-school course called the "IB diploma program", and a component of this is something called the Extended Essay (EE). It is basically a 4000 word essay on something relating to a subject in the IB. I'd like to do mine in Computer Science, and am curious to know if any of you know of some sort of advanced/complicated/interesting computer science related concepts. I am especially interested in programming and software engineering. I may not necessarily do my EE in computer science, but I thought I'd like to, seeing as I enjoy programming so much. I saw someone else who did their's on genetic algorithms, and that looked very interesting. Anyway, if you have any ideas, I'd love to hear them. Thanks!
  13. I've gotta say on the whole C++/C# thing: I used to use C++, and thought that anyone who used C# was a mad, Microsoft loving, wannabe programmer. Now I've used it. It is actually rather nice. I've gotta say that I love the Visual Studio C# IDE. That is a wonderful piece of software - you can correct me if you like. It is just very functional and helpful. Now I use C# - both because the .net library is very helpful, organised and documented, and becuase of that IDE - did I mention that I love that IDE?
  14. Is this still going to happen???
  15. And I think there is an SDL extension that plays AVIs... that would work for cutscenes, wouldn't it?