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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.

Puyover

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  1. I know this results in educative purpose, but I would like to state that people should use more about C++ has to offer, and I mean by this the use of references and smart pointers for example.
  2. Is there any reason why you don't use any C++11 features? (nullptr, smart pointers, etc)
  3. Very good article, I have to read it more in deep.
  4. Moreover prior comments: - Your getter function are not returning a const value, but you should however. - You should use forward declaration in Monster.h instead including the Character and Monster headers. - This is just style stuff, but take a look at, for example, Google Style Guide for Cpp Programming.   @Matt-D I'm agree of using size_t for counting jobs, beside that, using int is the best one can do instead using char or short (if you are talking here about optimizing).
  5. @Thurok @Nickie That is what the author means with reference counting I think; shared pointers, not raw pointers.
  6. Really a good job you have done. Congratulations 
  7. If this was C++ there would be some chance of success due to operator overload, but... 
  8. Dude please, stop programming C++ stuff and pick a book or read some of the C++ faqs or the new approaches about C++11, but you are programming like if you were doing a thing between Java and C.   I learnt C++ years ago too, but one month ago when I backed to do C++ stuff I knew I had horrible bad practices and I had to solve them, so I just picked a quick summary comparing old C++ with C++11, together with the faqs are linked in this thread and I achieve to get a big knowledge about the language itself.   I know I still have some problems which usually they are design related, but at least I don't have serious problems with stack/heap memory or using macros (language stuff related).
  9. If you are not very experienced in C++ I suppose you are neither with OOP, so I would recommend you to choose SDL instead SFML. Use structured C++ instead object oriented so you don't need to learn a whole paradigm at all.   If I'm wrong with your knowledge, just forget the previous paragraph and go full OOP with SFML.
  10. Thank you skullfire, nice to know there is a pattern at least which is well established into game development  I will give that articles a read.
  11. Hi there,   I'm currently returning to game development from my traditional software development, but years ago when I started with C and SDL I didn't care about design patterns at all, so now I found myself surrounded with their chaos and can't simply code without standing with one of them.   I don't understand which one fits better into game dev (MVC? Components? ... ), and indeed, I don't know many of them however.   So my question is, where to start in design patterns? I'm studying the library SFML with C++ right now, which is a language I had forgotten (And I hated) but industry right now almost force you to know C++, and I was very lazy with Java, so I need that change.   Thanks in advance.
  12. Me cago en la puta máquina virtual del SDK de android #fua