• 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.


  • Content count

  • Joined

  • Last visited

Community Reputation

1327 Excellent


  • Rank

Personal Information

  1. Apologies for helping derail this topic but: I find it odd you are derailing a topic with a huge wall of text like that. There is nothing wrong with what he is doing, he is clearly learning in a very practical manner and you shouldn't dictate how people learn. A forum is also easier to reference than chat logs. GDnet doesn't(I hope) have an issue with 6 threads per day being created per account. I down-voted you not because I disagree (It would be nice if he had the fundamentals down) but because you are essentially telling someone not to use the forum to seek help.
  2. I disagree with pretty much everyone here, I find the articles pretty interesting. It's not like he hides who he is or what he is advertising, just ignore any of these types of articles if you don't want them.
  3. They usually do.   This comes up on pretty much every PVS article - maybe the articles could link to the patch requests to head off this line of attack?     That would be awesome, I do see some changes in the referenced source but not sure if it was because of Ivans pull requests.
  4.   It's just a Unity game written in C#. It just shows I can write readable code and have a game that is coherent with a clear win\lose condition. Basically my suggestion is to show you can do what your responsibilities will be in the role.
  5. I did this for a job interview, didn't take the job due to issues I had with their expected work hours but it did land me in this job I have now.
  6. Here is a free resource for game programming patterns: http://gameprogrammingpatterns.com/contents.html
  7. That is a really cool idea and I think the mechanics work too. My only suggestion would be at some point stop giving hints (I.e In the binary search you move the next hint all the time, I would stop moving it after the 12th successful find).
  8. The idea of a Lich has always been awesome in Game Design. I don't really have much to add but to help with motivation: Hopoo once was making a necromancer game and I am not sure why he stopped it: (He also had a demo but I can't find it) It was pretty cool. It basically worked as the skeletons had basic AI and the user could combine them or turn them into a bone tornado etc. I think it was a great concept.   [attachment=29639:clip+(2014-05-15+at+07.09.31).png]
  9.   You would have to have another Core lib that they all depend on which has the interfaces required (I think the only common one would be IUpdateable and IInitializable?). This is how I have done it in my engine.
  10.   I like it too and here are the reasons to use wxWidgets: Non-restrictive licence [1] Open Source Cross-Platform Native look and feel If you need those features then you should use wxWidgets, it has many other features and pluses but that's the best use case.   [1] The wxWindows Library Licence is essentially the L-GPL (Library General Public Licence), with an exception stating that derived works in binary form may be distributed on the user's own terms. This is a solution that satisfies those who wish to produce GPL'ed software using wxWidgets, and also those producing proprietary software.
  11.   Not really code but you can use it in a data driven engine\game to drive all data for it.   You could drive all the data in a game as large(By large I mean dataset) as World of Warcraft with SQL. Quest, NPC\Positional, Ability and Map data can all be represented by tables, rows and columns in SQL.
  12. Very cool man and yeah time really flies.
  13. I don't know how I would feel about using an ID in a language that supports objects but it's looking nice.
  14. Seriously though a lot of your stuff isn't even relevant to what I said but relevant to the thread. I don't mention anything like they can't or shouldn't make the videos in fact the more the merrier. I didn't mean they should teach factually wrong game design but they should teach something like: Here is a game that breaks our rules that is still good and this is why or Why you can and sometimes should break design 'guidelines'. I merely stated the fact that what they teach isn't anything new not that they have to or should add new things although in my opinion that would bring them from okay to great. I mentioned that you can get the same information from other sources because some people prefer text: http://archive.wizards.com/Magic/magazine/article.aspx?x=mtg/daily/mm/174 http://www.gamasutra.com/view/feature/132341/the_13_basic_principles_of_.php?page=2 http://www.gamasutra.com/view/feature/134842/personality_and_play_styles_a_.php The first one is semi-relevant to game design but designing table top games can help with video games because it imposes physical restrictions to the design, restrictions can be good for budding developers and even senior ones (Looking at you Peter Molyneux)! The bottom two are basically his first few meaty videos.   Agreed but there is still no golden rule which I think is good to mention to any designer before teaching anything to them, they'll have an epiphany eventually but it's best to just let them know straight away IMO. Anyway my daughter just woke up so I'll have to end it there.   https://www.youtube.com/watch?v=jlMQVcWI7HA  
  15. Extra Credits is okay but their content is nothing new, you can find articles and other designers talking about the stuff he talks about way before he does it. He also pushes a very narrow view of design and while that view is the generally accepted view (Teach the player before any large penalty for failing) there are games that are successful that don't have this and while their design is technically bad it works for them.   That is what really matters in design. The Golden Rule: There is no golden rule.