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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 ndatxcod

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  1. Quote:Original post by frob And you ended with:Quote:If I'm missing something then disregard my post.Yes, you missed something. But please don't disregard the post. Instead please learn something about IP law and why it is best to develop your own ideas rather than copy them from other people. You completely missunderstood my point, I never said you would use the same graphics, IP and in general resources, sounds or whatever of the original game. When I say cloning I say make a game like it but with your own media, in the same vein. There are many bejeweled clones out there, many match 3 games, many breakout clones out there, all of them are 100% legal and commercial coming from different companies, that's what I meant. I don't know why people instead of trying to show to the world their "great command of the law" or any other subject over the internet (trying to make other people look illinformed), they first don't try to understand what was said instead of jumping into conclusions right away. Actually I don't know why I even bother contributing to threads like these, it's not the first time it happens.
  2. What's wrong with cloning ? everyone does it and it's 100% legal. If You love a game so much that you'd like to see a sequel why not make your own version. The big boys have been cloning games since the beginning of the industry. If I'm missing something then disregard my post.
  3. One little comment, I find it funny that the people critizing games for not being "deep enough" or "realistic enough" storywise (ie not bein black and white) have not played many games in the past, they confess that they enjoy games like unreal and quake but criticize them for not being "deep enough". I suggest anyone to pick up and finish several of the games mentioned already, heres a good recop list: - The final fantasy series - The metal gear series - The zelda series - Xenosaga - The Syberia series - Planescape Torment - The Gabriel Knight series - The monkey island series - The broken sword series - Grim fandango - Fahrenheit (Indigo Prophecy in NA) - Ico - The silent hill series - Mafia series - F.E.A.R - Half Life series - Fallout series - Bioshock I could keep going but I think that's enough. There are way too many good games out there with amazing stories and gameplay capable of invoking all sorts of emotions: joy, fear, surprise, sadness, anger etc. With all due respect anyone who has played any of those games wouldn't be asking if games are more than just porn.
  4. You could say the same about paintings and movies and novels. It's all entertainment in the end yet they are considered art because they are really old mediums (art is the product of creativity). Has a painting changed your life (assuming you are not an art student) ? I doubt it, or a (SF) novel/bool changed your life ? There's nothing stopping programmers and artists from working on "serious" games with deep stories and more "adult" content. In 50 years from now I'm pretty sure some "games" (if they are still called that way) will be considered art. If you want to "move the world forward" you can join the non-entertainment industry, work for nasa, the defense industry, researching AI, developing algortihms, etc
  5. Everything looks great as usual but I can't help but notice that this game is gonna require a pretty meaty computer. I only hope it will scale well across a number of configurations.
  6. There's also flash, if I were starting all over again I'd definitely pick flash as my first development environment. There are tons of resources on the net about flash game programming and a lot of great books you can buy if you want to go further. You can learn AS3 (the latest iteration of the language you use with flash) from the web there are thousand of resources for beginners. The advantage of flash is that the executable file will run anywhere (windows,linux,mac whatever) and that the language is pretty self contained, you can virtually pick a piece ofcode from the net paste it on the environment, compile it and run it in less than 10 seconds without worrying about libraries, dlls, etc, so you'll see results pretty fast. There are of course extra libraries for flash like physics engines or 3d engines but they are pretty easy to set up. If you don't want to buy flash you can still code flash programs using the flex sdk but it's a bit complicated to set up for a beginner.
  7. Use gamemaker, plenty of games have been done with that software and it has a pretty big community willing to help new people and I think it's pretty capable of doing what you describe. There's also rpg maker. The other road would be to learn a proper programming language but have in mind that you'll spend months learning programming techniques before you see your first game completed.
  8. Try using a simple sphere, set its mass to 1.0 and also be sure you added the geometry to the rigid body collecion
  9. As an artist I use maya at work but I can say blender is one the best pieces of 3d software around, I really recommend it. It's sufficiently powerful to do anything the big competitors do. There are tons of tutorials and videos, and several books written focusing on blender and more important there's a huge community willing (really willing) to help you with anything (check the IRC channel #blenderchat). On top of that it's being constantly updated and there also many plugins offering extra functionality. It's powerful enough to do anything related to game development and even film production. There have been several movies produced entirely on blender, 2 of the latest are. Elephants Dream Big Buck Bunny http://www.blender.org/features-gallery/movies/ Check them out if you need inspiration. Maya is great but it has a few disadvantages, it costs quite a bit ($$$$) while blender is free, it's pretty heavy in size and in memory footprint, (blender is less than 20 mb and extremely lightweight, plus ir runs in pretty much any major OS), and if you need help with something it's pretty damn hard to find quick help.
  10. Someone already mentioned "Thinking in Java" there's a free version you can download. The biggest issue that someone may experience when using c++ after working in java for a long time is that you'll hate it for many reasons, you'll feel right at home with other languages like C# though.
  11. I really hate when big companies kill smaller studios with well known brands. I remember when bullfrog was one of the most respected game development studios on the earth, as always EA came and killed it around 2001. Killing a company might not seem like a big deal to those giants but I'm sure their developers don't feel the same way, there's something great about working for a "small" but well known company that you can't find in those faceless corporations.
  12. Great tips, I was wondering which books about composing/arranging theory you would recommend. I think composers at first should be willing to work for free on projects to get experience and to put their name out there so you can point and say "there I made the music of that game". Having said that I'm looking for some music for my project [grin] <evil laugh>.
  13. Am I missing something or it's common in USA to see 23 years old with freaking porsches. Oh well.. Btw those weapons are looking sweet.
  14. I really hate when people are talking about protecting data and someone ALWAYS comes up and says a nonsense along the lines of "you shouldn't bother protecting your data because if someone really wants to get it he will be successful anyway" it is usually spewed out by people who have never finished a commercial project by themselves. The point of protecting data is not making it impossible to access but to deter most users wanting to take a peek at it, or even to steal it for their own projects, also that data comes usually from third party vendors (sounds and music) who require you to protect it before shipping the product. Should you use your own format for your game ? If you intent to go pro, then yes, there are a lot of successful indies that are doing that and have their own file format for their games and I'm not talking about a simple password protected zip. Now when I say file format I'm not referring to the "primitive" types like a png or a dds. I'm talking about your own format wrapping those common ones, sort of like a pak system where you can pack your data in a single file, you put sounds, images, maps, etc using your own set of functions. To read/steal it someone would have to disassemble the binary.
  15. 10 computers ?!!!! Have you heard about a little something called: GLOBAL WARMING ? edit: lol someone rated me down for this, I hope that retard realized it was a joke.