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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 Phyrrus52

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  1. There are some inherent differences between pixel art and sketching though. The overall issues are the same but the techniques can differ. Try to find a tileset for a classic game that has low resolution, but great pixel art. [url="http://www.purezc.com/index.php?page=tiles&id=1307"]Here's some[/url] for Super Metroid I just found. Then go back and forth and try to replicate the tiles, not necessarily by tracing (although that's good too) but by comparing back and forth and noticing details. I think that working on a 16X16 tile as opposed to a large project really helps you focus on the tricks one can use to give things depth properly. Also, expect to spend a [i]lot [/i]of time per drawing getting it right. Finally, pick a good pixel art program. I really like aseprite. Being able to quickly change things and save layers can really make a difference in learning curves.
  2. I can strongly recommend the Zoom series of microphones. They are friendly to use and extremely good quality for their price, which ranges from 90 - 400 dollars. [url="http://www.amazon.com/Zoom-H1-Portable-Digital-Recorder/dp/B003QKBVYK"]http://www.amazon.co...r/dp/B003QKBVYK[/url] I first bought the Zoom H1 several years ago and I still use it for tons of things. The noise ratio is great even without a wind screen. It's only $90 and super easy to use. The sound quality is obviously not the best you can buy, but I can't tell the difference anyway. [url="http://www.youtube.com/watch?v=W5Z7SijmmeU"]Here [/url]is a review, [url="http://www.youtube.com/watch?v=015aaDinr_U"]here [/url]is a recording which uses the zoom h1.
  3. Thanks, great info! All my questions were answered and then some.
  4. Say it's a real-time game with 2D physics and 4 players per game. I'm looking for a general type of server, not a recommendation for a specific server to purchase, so I shouldn't have mentioned such a tight range of server instances. I clarify in the last paragraph. I understand that you can use a desktop computer to host server instances, and that you can purchase server space on other servers. But I want to find a computer I can buy, built for the purpose of hosting a server, that doesn't come with a monitor, soundcard, or graphics card. So far I've only found servers intended for small businesses to use to store media. They have lots of memory but are not impressive performance-wise. I want to find a high performance but low memory server of the size to fit under the desk. (I didn't mean that I literally wanted to store a server under a desk. The desk was used to illustrate the size I am thinking of.)
  5. I was wondering today what sort of server one would buy if one wanted to set up one's own server to host multiplayer games on. I don't even know what to search for, but I'm thinking of something that would fit under a desk and be able to handle something in the neighborhood of five to ten concurrent real time games.
  6. Another approach, instead of trying to calibrate the amount of money entering and leaving by estimating how much money a player needs to progress, would be to estimate the 'velocity' of money circulating. If there's total M amount of money in the economy, and each day T money is spent purchasing items, then T / M is a sort of estimate of the average number of times a dollar changes hands in a day. If you have a low velocity of money that's an indication that there's too much money in the economy and you should throttle it back, a high velocity of money maybe indicates that you have too little money circulating. The advantage to this method is that you don't have to keep re-estimating the amount of money a player 'needs' to have when you decide to change game mechanics such as possible jobs, etc. As for what 'high' and 'low' mean, you could use real world values as first approximations of a 'good' velocity and then adjust it as the game continues.
  7. Thanks for the ideas. There was a lot of stuff in there we hadn't thought of. Quasimojo I think a dynamic punishment system based on number of players is a great idea. I think we've got a workable idea of what we want now, thanks to all who responded.
  8. Great ideas, thanks! More possibilities is good. Here are a few more details in case that helps stimulate any ideas. It's not a space ship game. It's a 2d platformer. It's set in the future, but not the distant future and we're trying to avoid too much technology. The game is 'locally' nonlinear in gameplay although generally linear in game objectives. There is a map that is segmented into various 'rooms'. Players can travel together through the map or separate into different rooms and pursue their own interests. There are game objectives, as well as boss battles, some of which require the players to join together to complete. The game is playable by 1+ players. We don't want players to have to wait after dying and we've decided that will probably unavoidably involve respawning, although we'd ideally like to avoid it. Some solutions we've come up with are 1) 1 player dies => all players die and respawn (rejected for being annoying.) 2) 1 player dies => player respawns (too unrealistic) 3) 1 player dies => incapacitated and can only be revived by other players (fine for multiplayer but annoying when player is on own) 4) 1 player dies => incapacitated if there are capacitated players within a certain distance (N rooms), and respawn otherwise
  9. Hello, I'd like to solicit ideas for an issue I'm having. The game is a cooperative multiplayer game with extended play-time, i.e., a game is longer than an hour. The problem is dying. We'd like the game to be somewhat realistic, and respawning seems to strain suspension of disbelief. On the other hand it's not possible to have the player permanently out of the game upon dying. So how to handle death of a player in such a way that allows them to continue participating and yet is still realistic? The game has a futuristic setting but we don't want to appeal to technological gimmicks like 'teleportation' or 'regeneration'. We already considered that upon death the player be revived by other players. We rejected this because it is possible for players to be alone and not immediately reachable and we don't want dead players to have to wait and non-dead players to have to abandon their own goals to travel and revive others. Any suggestions would be great.
  10. Quote:May I ask why you are reinventing these wheels? DirectSound offers a rich selection of 3D sound features... ...including binaurality... Whoa! We're reinventing the wheel because... we didn't know that wheel existed! Never found any evidence of it in documentation. I don't suppose you could point me to it? That would be great!
  11. Hey, thanks! That's an interesting article, but it mostly has to do, it seems, with audio recording. An interesting topic though... I really should learn more about it!
  12. Thanks for the help! About 1/44 of a millisecond, I think! [smile] However, of course, sound data is much longer than 8 bytes usually, which leads to my concern: I want to be able to control the timing of when certain bytes are played to within milliseconds - relative to other channels. (So, for instance, I don't care when channels one and two are playing, as long as it's within +- 50 milliseconds, but I do want channel 2 to be, say, 5 milliseconds delayed from channel 1 when both are playing the same sound data) This is in order to try to create a binaural sound library. But, with, say a data rate of 60 kb/s (too low, but fine for now), we're talking about 60 bytes per millisecond! Is that too fast to consider fine-tuning the timing on the fly by creating a buffer? I mean, that's 60 bytes a millisecond flowing into the buffer! [wow]
  13. Perhaps that was a little vague. Sorry, I'll explain: I would like to manipulate sound data in real time. In order to do this, I need to be able to directly control the bytes of sound data and send them to the speaker. In other words, if I have data: A5 ED 4A ED B2 EE 2D EE (in hexadecimal) I want to be able to run algorithms on that data and then directly play it by sending that data to the speakers. I'm personally running Vista, but of course I'd expect this to be compatible with more than Vista.
  14. Hi, I'm attempting to create a type of sound library in C++. I think I've got a pretty good idea on how to do this, but I need to learn how to communicate with and send bytes to the sound card (Sound Blaster, I suppose) to be played. Can anyone direct me to a tutorial on how to do this or give any tips? Thanks.