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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.

ramearess

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  1. the reason a lot of people can have problem programming C++ from tutorials is the author of the tutorial has wrtiten the code in non standard c++ that there compilier will accept. Any good tutorial will be writen in standard C++ when a person has trouble with code in this fashion one should direct them to a better tutorial or better yet recomend they invest in a book (and not sams teach yourself c++ in 21 days it has too many code errors)
  2. I wouldn't buy a mac over a pc they tend to be more expensive and less software development companies support them. If you don't know the difference between a Pentium 4, Pentium D or core 2 duo you probably won't need any thing more powerful than a pentium D with 1GB of ram. To ensure some future proof ensure the machine has a core 2 duo (ideally a 2.4ghz or higher) and at least 2GB of memory (667 or 800mhz) and after having a quick look it doesn't look like you can buy a poor intel mac book.
  3. I'd stick with python I've never used the language but if you already know some of it then you may as well get a good alround grasp of the language before you move onto another. The biggest problem I find in diffret languges is how to develop a solution to the problem using the full features of a language for example a lot of people do't use what i term as black box coding when in a OO languge which is to develop objects that take inputs and spit out the output no need to worry about whats inside and how it works, this way you send off some information and recieve what your after. Just to clarify you create one object now your working on another object that will make use of the first you don't want to start altering the first as it may be in use by another object.
  4. As far as I understand a parody is a form of critsism basically you use a portion of the owners work to poke fun at it though you must not disvalue the original work for example a person must not know the entire story from DNF from your work. You can't copy it but you can use the other persons ideas, you can't protect an idea. If you could id would be the only company that could produce a 3D FPS.
  5. Doom and teenage mutant turtles for the memories. small arms is probably my fav. just download the trials every arcade game should have a demo.
  6. It's not really fair to give ATI such a bashing the HD 3870 was only out done by the GeForce 8800 which happened to cost a lot more. Now though ATI don't have a card on the market to compete with the GeForce 9600. well actually the 3870 can hold it's own against it but the 9600 is cheaper. Defiantly a move by Nvidia to hurt the competition as they seem to like to get there flagship card out before their midrange cards when they can. You mobile guid isn't a bad place to look when comparing desktop cards they will all roughly compare to each other the same they will just out perform their mobile counter parts.
  7. Would this not be a case where friendship could be used allowing one class to access areas of another.
  8. Any red brick university will put you in a good position to get the job your after. I'd say you want to pick a computer science course and possibly look at computer science with ?. If there is a professional body with in computer science ensure the course is accredited/recognised by them.
  9. Doesn't the 9600GT have a g94 core not g92.
  10. It's not uncommon for the top cards from a previous generation to out perform the mid rage cards of the current generation for example the 7950 will out perform the 8600 quite often but the 7950 has no DX10 support.
  11. just look at any RPG released before 1996. Legend of zelda, golden axe warrior, final fantasy, Mystic quest. New RPG's the pokemon series. Just out of curiosity why does it have to be top down.
  12. A large reason that games cost more out side of the us is; 1) You need to consider the price of promotion of the game companies probably pay more per copy sold in smaller regions. 2) Less sales = less price reductions due to buying in bulk. 3) Taxes vary between countries. 4) The cost of living. If the employees involved in selling you the game need to be paid more then that jacks the price up. Minimum wage works to ways people may get paid more but everything costs more. 5) conversion to for local hardware. PSone games would need converting slightly such as the us copy was 60Hz where as Europe was 50Hz. Yes the prices probably are excessive but to expect a price equal to that in the US is to much to ask.
  13. OpenGL is a 3D graphics API though it can manage 2D drawing there are others such as SDL which are designed for 2D. The most difficult part of working with OpenGL is creating the window and rendering context and this can be different between OSes, a good rule of thumb is when reading through the code from OpenGL tutorials if it does not contain A statement beginning with gl or GL_ then it's not a OpenGL call but rather something to do with window set-up or input handling. A easy to follow tutorial on openGL using glut to skip all the nasty parts such as setting up a window. When I first encountered OpenGL I started by modifying source code generated by the IDE that copied with all the window set-up. I also found because the main choice for choosing OpenGL a lot of books and tutorials skim over the window set-up section as it's different between OSes. The best source I found for tutorials on setting up a window on a windows platform was Direct3D (DirectX) as it is windows only they go into more detail on setting up a window.
  14. Multiple DVD's are probably cheaper than a single Blue-Ray disc to produce. I would not even use price as a deciding factor here.
  15. It's not done out of the kindness of their heart it's just an attempt to become the preferred IDE of the industry. Microsoft produce excellent software that does it's job extremely well which is normally to make tasks easier for the end user. But I believe academic institutes should advise those learning in a professional capacity to stay away from feature packed tools until they are sufficient working with out them.