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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.

Windryder

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  1. Quote:Original post by return0 No, that sucks. A better way would be using a reference. In that case, yes -- obviously. I was just using it as an example to make a point.
  2. I think stable code is code that is (close to) unbreakable by user input and varying factors (time, thread scheduling, etc). On the other hand, I do *not* think that writing code in a way that it silently ignores bad input from the programmer is a good idea. Consider this silly example: void addPlayerToWorld(Player* player, const Vector3* spawnPoint) { // Must not be null. if(spawnPoint == NULL) return; player->setPosition(spawnPoint); players.push_back(player); } If someone, for whatever stupid reason, assumes that NULL is a valid value for the second parameter, the program will not crash. Instead, it will silently ignore the error and do nothing, leaving the programmer confused as to why the desired result isn't achieved. A better way to handle this might be with a debug assertion, so that the programmer can clearly see what went wrong, and where, without affecting production code.
  3. I'll try to semi-idle #RetroContest on QuakeNet as much as possible. Hoping to meet some other aspiring participants there!
  4. There might be some timezone difficulties with an IRC meet, but since it's friday night I'm all for meeting any time you like. Preferably before early morning here though. :) Give me a time in GMT, an IRC network and a channel. I'll be there.
  5. How about an IRC meet for those interested, so that we can discuss the details?
  6. Hehe, well, when do we start? ;)
  7. Quote:Original post by The_Neverending_Loop I dont know if everyone will actually be willing to pay/able to pay the 5$ entry fee and I'd prefer to have a bigger audience then a smaller one regardless of prizes. Perhaps you're right. Personally, I wouldn't mind paying if the contest were well-organized and there were prizes to keep you motivated. :) However, I understand that some people might not want to (or afford) paying the entry fee. It just seems a bit unfair for you to have to provide the prize money all by yourself :)
  8. Quote:Original post by Derakon I'd go with usernameLabel instead of labelUsername, but I don't have a strongly-articulated reason for doing so. It just feels more natural to me. I disagree. While this mostly comes down to personal taste, I find that when you're doing UI programming it helps to be able to quickly look up a control based on its type (since many IDEs like to sort things alphabetically). I maintain a lot of UI code at work, and since I've written about 2% of it, it really helps when things are easy to find. EDIT: And please, don't worry so much about what people prefer. Write what works for you. :)
  9. Sounds like fun. How about a small entry fee (think $5 or so) to give the winner a nice reward? :)
  10. Quote:Original post by way2lazy2care YOU don't cut tomatoes with a band saw... It's perfectly okay for you to cut your tomatoes with a band saw. Just don't think I won't say "I told you so" when you cut your fingers off. ;) What I'm saying is that Visual Studio isn't meant for quickly opening and closing text documents, just like band saws aren't meant for preparing your dinner. You are free to use these tools however you like, but then it should come as no surprise to you when they don't work the way you want them to.
  11. Quote:Original post by AndreTheGiant I dont care what else it can do, all I asked it to do was open a text file. I thought that's what Notepad does? :) You don't cut tomatoes with a band saw. One may argue that VS should be able to detect the content (or extension) of a file and postpone loading of certain subsystems until it turns out that they were actually needed, but I can see why that wasn't a priority at Microsoft. EDIT: Besides, I work with Visual Studio every day, and I have to open it, say, 10 times a day at most. Assuming it takes 8 seconds that's a whopping 80 seconds of time wasted every day. ;)
  12. Commit changes to the database every now and then, and when something interesting (like a trade) occurs. Constantly storing and retrieving records from the database (effectively using it as a main memory) would be incredibly inefficient, and put a lot of unnecessary strain on the database server. For sensitive operations such as the trade I mentioned above, consider using transactions to guarantee that either the entire trade completes, or none of it does.
  13. This is called a MySQL connector. The easiest way to go is probably to download the MySQL/C API from here. It's well documented and usually quite easy to use.
  14. Well, what are your qualifications? A lot of projects happily accept newbies, but unfortunately these projects tend to have a high probability of failure.
  15. Quote:Original post by Echkard I hadn't heard of the BigWorld middleware before; I'll definitely check it out. We'll probably have to go with something like that eventually. Right now I was hoping to find at least a rudimentary C/C++/C# based engine that was either open-source, or commercial, but willing to defer payment for Indy developers until revenue was being generated. This is what you want to be looking at when investigating BigWorld. Take what the site says about the "BigWorld Indie" license with a grain of salt, because in my opinion ... Quote: The license allows you to essentially play with the environment and re-skin it, introducing models of your own and modifying some of the basic combat, game rules and terms. ... this is a huge understatement. BigWorld is a highly capable engine, and I guarantee that you won't find anything more complete and production-ready for less than $299 (the price of the Indie edition). It's true that it only gives you access to the Python code, but in 99 cases out of 100 this is not a problem. According to the BigWorld Tech CTO, even large companies with full licenses rarely -- if ever -- resort to writing C++ on the server side. On the client, it's sometimes a different story. If you want to implement a more modern renderer [than the stock DX9 one], custom camera systems, or things like that you'll want the "Indie Source" license (yet to be released; expected to cost circa $3000). Quote:Original post by Echkard BTW, Dark Star is now the RedDwarf project. It looks pretty interesting, except for my unwarranted prejudice against all things Java. PDS/Red Dwarf has been discussed a lot on this forum. Use the search feature -- you'll find a lot of interesting discussions with widely varying opinions on whether or not Darkstar would actually work "for reals".