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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.

Lesan

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  1. I and my friend have just released a game! In the Deadlock Empire, the player assumes the role of a computer scheduler, and in each level receives a multithreaded program that he must break, for example by triggering a deadlock or putting two threads in a critical section at the same time. Play online: https://deadlockempire.github.io/ The game won the hackCambridge hackathon, see our demonstration on YouTube. Screenshots:
  2. DRM does work. Sure, many games will be cracked; but if the developers can a few weeks with DRM intact, they'll get a lot of money.   This ("Someone is just going to easily make their own game data and outcompete me.") is a very valid counter-argument. It's akin to modding, except that you can sell and market the "mods" as an original game, not requiring the original.
  3. If you look at the link in my signature, you'll see a long since abandoned game where I actually used this very system for determing line of sight and line of effect. In my Sacculus The Wargame turn-based strategy, I also used Bresenham for field of vision, but I did not check individual corners, only entire tiles. It is not computationally expensive because you only move unit at a time and you need not check others (because their positions did not change).
  4. In Dungeons & Dragons, the attacker has to prove he has a clear shot.   To do this, he can choose any one corner of his square and must show that lines from that corner to all corners of the defender's square are clear of obstacles.   It's a pen-and-paper game so the players have to do all the checks. In a computer, you would most likely want to check all four corners of attacker's square with four corners of the defender's square (16 checks total) if you wanted to follow DnD's rules. But you don't have to.
  5.   SD card Slots... heh  . Clever.
  6. In several games, I've noticed that when you are asked "Do you really want to quit game?", the "Yes" button is to the right, while "No" is to the left. Obviously, we are used to having "Yes" to the left. Why, then, do the game developers do this? Do they really believe we clicked "Quit game" and then the confirmation button by accident? 
  7. That's it. Thank you very much.
  8. Over ten years ago, I played a 3D strategy game set on various space stations. At each station, you had several levels, one of which was a biosphere level full of green. Your task was to build booths and stalls for tourists or visitors to use. They would give you money in return. You could also use your mouse to grab trash and throw it manually in the garbage bins, unless you bought an automated cleaner.   If any of you recognize, let me know the name. Thank you.
  9. Hypothetically, if someone invented a way to physically prevent PC applications from being cracked so no pirated copies could be made, do you think it would be a big change or that it wouldn't matter much? Probably less people would play computer games, but would more or less of them be produced?
  10. Sorry, my mistake. It was a simple error - my City class did not have a constructor without parameters so it didn't work...
  11. In C#, this code doesn't work, as the list is not serializable. What can I do to easily save "Planet" as an XML file? [CODE] [Serializable] class Planet { string Name; List<City> Cities; } [Serializable] class City { string Name; [...] } [/CODE] I will probably add many proprieties to both class during development and I don't want to change my serialization code every time.
  12. What I do is that I have all objects (player, enemies, projectiles) in a single array. They are all derived from a base class "Agent" and have a property Type, which says if they are creature or projectile. So, if you had an explosion damaging only enemies, you could have: [CODE] explode() { foreach (Agent a in AllAgents) if (a.Type == Enemy) a.Die(); } [/CODE]
  13. Hello. I’ve recently completed a playable demo of a 3D RPG game. There are two locations, three quests, some items, dialogues, monsters and chests. There’s an in-game feedback form if would send me some feedback. Here's the download link: [url="http://www.wikifortio.com/815870/Streamstep%20Setup.exe"]http://www.wikifortio.com/815870/Streamstep%20Setup.exe[/url] This is an in-game video: [media]http://www.youtube.com/watch?v=gpSii-efCmc[/media] And some screenshots: [img]http://petrhudecek.ic.cz/images/SS_lake.jpg[/img] [img]http://petrhudecek.ic.cz/images/SS_town.jpg[/img] [img]http://petrhudecek.ic.cz/images/SS_riddlechest.jpg[/img] [url="http://petrhudecek.ic.cz/index.php?page=streamstep&lang=en"]My website with more screenshots[/url]
  14. I draw a lot of 3D boxes on the screen in XNA. Does it consume more (significantly more) CPU/GPU resources if the textures are 256x256 per side rather than, for example, 8x8? Or perhaps it doesn't matter at all, as scaling an 8x8 texture would take more resources?