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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.

Ravuya

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  1. I'm happy to see all the old people in this thread. It's been so long!
  2. [quote name='Zethariel' timestamp='1318492359' post='4872122'] Totoro working as Gamedev.net hamster? I can't wait to see... [/quote]He just stands there and stares. He [i]stares [/i]and he [i]knows[/i].
  3. Should be glad someone else got here first, I would have locked for piracy.
  4. [quote name='BeanDog' timestamp='1310048738' post='4832279'] [url="http://www.lucidchart.com"]www.lucidchart.com[/url] - The website is the product. [/quote]Hey, I used your stuff to make comedy flowcharts. I didn't know it was a GDNetter's.
  5. I know of some developers who have written their own virtual machines for ease of porting, but as far as I know they didn't get a lot of use out of the engineering investment - one or two games tops before the abstraction and tool debt became too significant. Having to dual-boot into a special OS in order to play a game would be a dealbreaker for most. I don't even want to fire up Parallels half the time.
  6. [quote name='fastcall22' timestamp='1308198964' post='4823931'] [quote name='Ravuya' timestamp='1308186035' post='4823874'] If anyone makes floorcaek I swear I am not cleaning it up this time. [/quote] Ravuya, I gotta ask... Did you really invent Canada[url="http://www.gamedev.net/topic/551973-sorry-for-post-stupid-story--this-spent-me-more-than-6-hour/page__view__findpost__p__4550955"]?[/url]! D: [/quote]I sort of drew some broad strokes. I was actually trying to train a small dog to play fetch at the time. It's complicated.
  7. If anyone makes floorcaek I swear I am not cleaning it up this time.
  8. Oddly enough, [i]today[/i] is the anniversary of my journal. How strange that I got my mod position (and thus GDNet+) a week after my account anniversary.
  9. It's been just about ten years since I created the Ravuya account on GDNet. There's been so many things that have happened since then, and so many friends I've made that it's actually kind of hard to sum it all up in one journal post. I'll keep it brief, but I wanted just to say thank you to everyone, past and present, for making this site great. Also, I'd like to invite people to come and reminisce in the comments about the old Lounge and, of course, the Bus and Trash Monster.
  10. I use the dichotomy all the time to look up how to spell words.
  11. [quote name='BeanDog' timestamp='1295499236' post='4761686'] Is this modeled after the Palladium paper-and-pencil RPG, RIFTS? [url="http://www.palladiumbooks.com/WhatIsRifts.html"]http://www.palladium...hatIsRifts.html[/url] [/quote] I sure hope not. From what I remember of playing RIFTS in high school the game is basically a runaway experiment in how big of a number we can generate. The game actually [i]metricated[/i] hitpoints, to the point where stuff causes "mega damage" and "giga damage" and various entities in the world exhibit world-ending amounts of damage as a basic attack as a result. The reason I hope it's not becoming an MMO is because it'd probably be 64-bit only. [img]http://public.gamedev.net/public/style_emoticons/default/tongue.gif[/img]
  12. I preordered the system but neglected to pre-order a game. Oops. Hopefully either Virtual Console or Metal Gear Solid are available at launch.
  13. Dude is a complete asshole and is using his position of power as a bully pulpit. However, I wouldn't be particularly surprised if he could get away with it in Alabama; it's not a very diverse state. My guess is that his jab is aimed mostly at Muslims and atheists/agnostics and not so much Jewish people, though I would say that Jews definitely fall outside of his criteria as stated. If you have faith in the democratic system, you'll hope that he will be smacked down if he tries to introduce discriminatory legislation, but be free to speak from his position of ignorance. It is a little worrying that he managed to make it through the gauntlet of American political life without someone using this kind of belief to destroy his career, but that might be an artifact of the environment and the severe "with us or agin' us" political polarization, and not so much a failure of the system. I'm not too familiar with the American federal government - I assume the Supreme Court would have the authority to eventually override whatever he introduced if it were discriminatory and challenged in court repeatedly?
  14. [quote name='Daniel E' timestamp='1295213612' post='4759794'] i wish more developers would release source codes of old games, what do they have to lose?[/quote] One of the reasons I've heard is that third party licensed libraries (fmod, sofdec, etc) don't enjoy having the code that calls them (and especially not their code/binaries, which are required to build it in the first place) open-sourced. Other reasons probably include publishers getting cranky about having their precious jewels released openly for people to pick through. Only a few companies are doing it, and it's usually the ones that self-publish.