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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.

metalmidget

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  1. Worked fine for me in chrome 15.0.874.121. Looks cool, I like it!
  2. [quote name='JTippetts' timestamp='1314156068'] The problem I have with vector classes is that everyone has one. I've got projects on my drive that link to three or more libraries that all include their own vector classes. Whose vector class do I use? When I write a stand-alone library that can be used by others, do I include yet another vector class? What about gluing various libraries together? Do I need to write converters to convert between vector classes to ensure that alignments between implementations are the same? And so forth. I really want One Vector Class To Rule Them All, and for everyone to use it. [/quote] Well if you're using DX, the obvious choice would be to use D3DX, which gives you vectors, matrices, the whole package.
  3. I have to agree with the general sentiment so far. I loved the old dailies, and read every one since Trent started them. Like people have said, it was the human touch that made it worth reading. The current format is a bit cold, and the liking system doesn't seem to be working very well. That said, the biggest value on gdnet has always been the community, and I guess the staff need to make a judgment on whether the benefits of bringing back the old style (or something similar) are worth the large amount of time it would undoubtedly take.
  4. There's always the stackexchange system, where downvoting costs you a tiny bit of your own rep? Makes it so that the focus is heavily on upvoting, and downvoting is only used for truly bad content. Would also provide a pretty good deterrent for downvote-rampaging. EDIT: Also, I agree with pretty much everything shadowisadog said, 2 posts up.
  5. Hmmm. I don't have 'Manage RSS Import' in that drop down. I have View Journal, Post New Entry, Manage Settings, Manage Categories, Manage Comments, and Delete Journal... Maybe it's a GDNet+ feature? ... Ahh yes, it says [url="http://www.gamedev.net/subscribe"]here[/url], under GDNet+ Benefits "[color=#3E4934][size=2]Import blog entries from your existing blog [i]via RSS".[/i][/size][/color] [color=#3E4934][size=2][i] [/i][/size][/color] So there you go. I don't feel so silly for not being able to find it now!
  6. [font=arial, verdana, tahoma, sans-serif][size=2]Hmmm, not sure I can find the right setting for this. On the journal settings page, the closest thing I could find was 'Journal Sharing'. I ticked the 'Allow Others' box, and put 'OcularSoftware' into the feedburner box, but that just seems to change the RSS link, not import entries from that feed.[/size][/font][font=arial, verdana, tahoma, sans-serif][size=2]Where exactly is the import setting?[/size][/font]
  7. Thanks! I'll check it out.
  8. From now on I'm probably going to do most, if not all, of my blogging on my own site over at ocularsoftware.com, but I'll try to remember to repost everything here, too. Here's my first post, it features a polar bear! http://www.ocularsoftware.com/2011/07/a-new-project/
  9. Oh, ummm, really? Never seen gfy before, assumed it meant Go F**k Yourself... The internet has trained me to expect assholes! In that case, sorry for the misunderstanding, and thanks for your time
  10. Uhh, not sure if you've heard the term 'lab rat' before, but it just refers to someone participating in a scientific study. It's not an offensive term. I didn't 'call you a rat', nor did I try to pressure anyone or ask anything unreasonable. This is just me, as a favour to a friend, asking if anyone could spare some time to help. If you're not interested, then just move along and forget about it. No need to get upset.
  11. A friend of mine is currently writing her psychology thesis on MMORPGs and their effects on players, and needs volunteers to take her ~20min survey. As anyone who has done graduate studies will tell you, finding people to participate in your study is one of the hardest parts of writing a thesis (or dissertation or whatever it is you're writing), especially if you don't have a budget to compensate people for their time. So if you're a MMORPG player and have a little bit of spare time, please consider taking the survey and/or mentioning it to your fellow players, whether they be guild members or IRL friends. You can find a quick description of the study, and a link to the actual survey from this facebook event page: [url="https://www.facebook.com/event.php?eid=106373876123488"]https://www.facebook.com/event.php?eid=106373876123488[/url] cheers, Cam
  12. Congrats on your milestone, and thanks for all the work you do! When I was in my final year of high school I was still making games in VB6 and hanging out at vbforums haha. I think I discovered this place shortly after. Although, that was only 4-5 years ago, not 10
  13. Maybe it's just from the heart?
  14. Love the idea of affiliate stuff, sounds like you all genuinely want to deliver more for your members Are there any plans for gdnet to to focus more on one area at all? Been a while since I've spent solid time hanging around the forums but traditionally most questions have been graphics (especially DX/OGL) related haven't they?
  15. I agree that the game is probably better without health. A one-time-use type thing could be good. And everything else you said sounds good too. One other very important thing: an online leader board!!! Just look at the crazyness around games like N. So much more satisfying getting an awesome score if you know you just beat someone else out of the top 10 or something. Kiwi, I hate to be an evangelist, but have you considered unity? You would only have to write the game once, and with very little tweaking, be able to deploy to web, desktop (mac and windows), and for $400 each, iPhone and Android. The only limitation being that you would probably want iOS and android devices to test on, and that Mr Jobs demands you buy a Mac to develop apps on. But there's nothing to stop you from building the game, make some cash from a desktop version, and then reinvest that in getting it onto mobiles. Might make it easier to do some things too. Collision is as easy as: Drag and drop Collider and Rigidbody components onto your GameObjects. Tick the boxes to set them as kinematic and triggers. Write OnTriggerEnter() functions for each type of object. Again, sorry to spruik it so much, but I can't help it, Unity is teh awesomes.