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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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  1. Speaking of type inference, how come this is "ambiguosly typed"? -- test test = do (lfsr 1 1) -- pump through specified lfsr lfsr mask seed | ((seed .&. 1) == 1) = (xor post mask) | (otherwise) = (post) where post = (shiftR seed 1) Scraping test and punching in  > lfsr 1 1 Seems to work.   Also, I can't get the hang of working with the State monad, which I'm under the impression is the best one to use in this case. I guess I'm trying to make a Functor or something.  I'm still a rookie programmer, so I don't really know. I need state for a PRNG, obviously.  I just need one tuple for now, containing a mask Bits and some state Bits. I was gonna newtype that, but it's throwing all kinds of crazy errors again, so I was just gonna wing it with Bits. What I would really like to do is define a Mask type of Bits and a Step type of Bits, then combine them into a Lfsr tuple type. The reason I want to do this is to catch myself putting Mask into Step or something awful.  That /would/ catch me, right?. I can't find any good tutorials, mostly bad documentation with advanced commentary on the future of haskell. The tutorials I can find are really specific to a hardly relevant topic and in depth in directions I can't understand. This is obviously not a good language for beginners lol. (I do have some programming experience) Can anyone help me some more? Ultimately, my goal is to create a table of lfsrs, and either use locking mechanisms, or link them to each core, to ensure fast, random results. That's why I have mask as a mutable variable - I worked really hard on conceiving an algorithm to quickly generate masks for me, which I think is pretty bad ass.
  2. lmao! that's great. i like haskell, at least I think I do lol.
  3. Ah yes, thank you.  How foolish of me.  See, this is why I don't like inconsistency. Thanks again, Steven.
  4. So I'm trying to learn Haskell with an extremely simple lfsr program.  I've have working code and I've got a decent understanding thanks to the first half of Learn You a Haskell for Great Good, but I'd like to apply some of what I've learned before I go too much further.  I keep tweaking this code and getting all kinds of cryptic errors, but I think I've got it close.  If anyone can help me understand what's gone wrong, that would be awesome. This throws an error complaining about "infinite type" occurring in post.  I think it thinks I'm trying to be recursive or something.  Any thoughts? {- Random Number Generator -} import Data.Bits lfsr mask seed | (seed .&. 1) == 1 = post | otherwise = post xor mask where post = (seed shift (-1))    
  5. Right I looked into that.   Thanks for the advice guys. :D
  6. Well, what I'd really like to do, is have access to all the OpenGLES stuff that I need, but in Lua. I'm digging around for that as we speak.  Not sure I could target Android, but I don't own one, so i would need an Android emulator or something. I would target iPhone as I own an iPhone, but I own a PC instead of a Mac. Besides, Ouya will "run anything that runs on an Android" I guess.  No clue how that works lol.     So assuming I want to Program 3D games for Android/Ouya in Lua without aforementioned bells and whistles, what tool should I pick? I'm really unfamiliar with Mobile development but I think it's my best shot at success at this point.
  7. Hello everyone!  Thanks for all your support.  You guys are always so helpful! Okay so I'm intending on starting a serious hobby-eventual-career of programming games targeting iPhone and Android, the upcoming Ouya, and Browsers. From what I understand they all can use OpenGLES, right?   I want to make 3D games, in LUA, targeting those platforms.   I'm looking seriously at Shiva.   Originally, I was hoping to use LuaJit and compile to ARM.  Somehow linking OpenGLES in. My worry is that it's going to be unreasonable to get that working for iOS and browsers.   I won't need all the bells and whistles you expect in an engine.   I don't need textures, physics, heightmaps, level editors, model imports, audio files. I do need shaders, meshes, particles, and the ability to control the speakers manually on a very primitive level. i would prefer having access to multiple platforms, reliable access. I may or may not need animation lol.  I'm not sure yet.   But I don't want to muddy around at too low a level.  I just want to build the systems that the game runs on, not the systems that the systems run on!   Thanks guys!
  8.     LINK play it through and you can go back and change things.
  9. See, your views is that questing should be an end, the trend has been to double reward the content to draw people in to their own fun, and then later the secondary reward overtook the primary end and the end became the means to an end - the reward. if that's worded terribly my bad. I'm just saying, it's form vs function, and both have their merits, as per the nature of from vs function.  there doesn't seem to be much in the way of reconciling these except maybe replacing the end game raiding with end game questing, and that will be extremely hit or miss.
  10. I see what you're saying, and while I agree with your statement I think you missed my point. Compared to killing the same monster long after you've mastered... because it's the path of least resistance... now that is grinding. Yes being forced to level up by doing the same task, yes that is grinding. But I think WoW hid that pretty well.  I mean, at least the same task isn't exactly the same. Especially since a lot of the quests are non kill quests.  Makes it feel even more diverse. However there are only so many types of quests.
  11. The point of questing was to make "which mmonsters are good at which level" change. One quest says "crabs are the best at this level", the next says "flamingos" and so on. It's supposed to increase the viability of each entity by allowing the player to take turns fighting each one in bulk. Think about it.  You fight one creature enough to fully understand it, then you move on to the next one. It's an alternative to fighting only one creature for several levels, and it works really well at that end. It also guides you to your destination, a quality both praised and criticized, but only available to those who know what they are doing. What we need to do is divorce questing from questing. Automate grabbing the "kill ten rats" quest for me.  I don't need an excuse.  Just call it like it is. Then give me a few real quests.  Ones I'll read and enjoy. But we've been seeing that, haven't we?  What with dailies or whatever.
  12. Let us know if you come up with anything you want to share.  If it's all reusable I'm sure some people would love free code ;)
  13. The Legend of Fluffy: the Mittens of Destiny. Please please please succeed.  The world seriously needs more devs like you.  Seriously!! <3
  14. At this point in my skill level it's as easy for me to learn how to do it from scratch as it is to try and figure out how someone else did it from scratch. That might change later, but it's true for now. Also, it's /mine/. Plus, like a few other people said, it's FUN! <3
  15. Oh boy here come the flames. Look, just make your project in C#.  When you find something particularly important is running too slowly, there is a way to write it in C++ and call it from your code.  It'll run as fast as you want it to run. I'm betting /you/ will be slower with C++ than with C# in both productivity and program execution. You want to get it working and then look for where you need improvement and improve.  Eventually you'll hit a wall with C# (maybe), at which point you can move over to C++ and have it fast enough to get the job done.  There's always room for improvement, so stop worrying about it lol. C++ does exactly what you say.  You can shoot yourself in the foot. C# makes reasonable assumptions and files the paperwork for you so you don't have to.  Maybe you don't need it filed in triplicate, but a well established protocol works even when you're not thinking hard about how you want to deal with a situation.  If you need triplicate, its there.  If not, no worries.  C++ only files in triplicate when you tell it to, and is willing to blindly do as you say.  If you mess up it's on you.  That is how it saves time.  By not double checking all of your instructions. That, and they've been at improving it for a really long time.