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      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. If you have a unique idea and are good at presenting it, you might want to look into what options there are for government funding or other public institutions. Unfortunately I have zero knowledge of what options there are outside of Denmark.   Assuming you have something somewhat similar in your country you should look into the application process, and also try to contact developers who have already received similar grants, to get a better idea of what is expected of you. In Denmark the Danish Film Institute gives two types of grants, one for idea development ~10k€ and one for project development ~20-80k€, none of them are particular high, and far from what is needed to complete most full games. But it is enough to reach a point where you can get in touch with investors. Or develop a decent game if you live on cup noodles.   This being said, I have no clue if anything similar exists in your country, and if it does the competition for those money are still tough.   Regarding the kickstarter, then no. If you've already run out of money then chances are you wont make it. If you have a super impressive idea, with a ready playable demo and polished content you can showcase then maybe, but a lot of successful kickstarters hire outside consulting, and you should dedicate a month or two alone to prepare the campaign = three month close to full time work + if you succeed you have to communicate with the community afterwards. There are tons of talks on this though, so I think google can say this better than me :)     Most conferences also have some pitching tracks or competitions, that sometimes yields money, but more often they are great ways to showcase your game to potential investors/get a second opinion.   But first contact other new/smallish developers in your country, and ask what they did.
  2. Disclaimer I am not a rendering expert, but this is a rough explanation of Vulkan vs OpenGL   No, WebGL works because it is supported by modern browsers through javascript. In the far future browsers might support some form of Vulkan, but don't wait for it. Also at the moment the performance benefits of using Vulkan in browsers would drown completely in the bottleneck of executing the application as a webpage.   OpenGL is pretty damn sufficient for most things. But the API started to have issues keeping up with modern requirements for games, since it also have two huge requirements of both being somewhat backwards compatible, and being relatively easy to use while still having a clean interface.   Vulkan is developed without too much focus on ease of use, but more focus on giving as direct access to the hardware as possible. In short OpenGL is an API designed to create 3D applications. Vulkan is an API designed to create highly optimized frameworks, that can be used to create 3D applications. I.e. in Vulkan you have to manually specify pretty much every command pipeline you use to communicate with the graphics card. This is hidden away in OpenGL, where you pretty much just requests a buffer to copy your data into.   Edit: OpenGL ES is a subset of OpenGL stripping away most of the utility functions from OpenGL such as rendering a single triangle at a time (which is highly ineffective, but usefull for the beginer trying to learn OpenGL). in OpenGL ES you can only upload entire buffers of triangles to batch render. This is also how you would do it in both OpenGL and Vulkan (though the upload step has a ton more customization in Vulkan)
  3.     Sorry, I didn't quite understand OP's intentions then. I thought he wanted to learn web development (I don't see any mentions of hosting a game site). But yes if the goal is simply to setup a site asap, then most popular webhosts have a drag and drop interface, either for wordpress or their custom tools.   And yes it takes years to become an expert, but that is not required for most (non professional) projects, where you just want to tweak a bootstrap template, or want to know what's going on under the hood in a wordpress blog.
  4. Honestly I would skip the entire hottest and most modern. The basics are still the basics, and you'll need to learn this regardless. Start here http://www.w3schools.com/   There seems to be some confusion in this thread whether you want to learn webdev as a long term goal, or just want to see what's it all about. Regardless i would recommend you to take the easy route first.   To get the domain name, I would go for a cheap webhost such as http://one.com (the only international site I have experience with) their cheapest tier will be more than sufficient. There are also a few free alternatives, but then you'll need the domain hosted somewhere else (some dns registrant).     Personally I use a cheap VPS at digital ocean, and host my domains at a Danish site (gratisdns.dk), but if a webpage is all you need you don't need this.   If you want to go modern, I know that static site generators are quite hot at the moment https://www.staticgen.com/ but seriously ignore this and follow the http://www.w3schools.com/ link instead :)   Edit: Also you might want to use Sublime Text or Notepad++ (nice text editors, that don't get in your way)
  5. Yes I've encountered this several times. In all cases it was caused by me messing something up.   Please post the code, otherwise we have no way of helping out.
  6. More information is needed. Are we talking procedural generated content? or are you looking for a Blender tutorial?   But to answer with the answer most relating to the forum, I would use a series of Cubic or Quadratic Bezier curves, as the control points, and then spawn edge loops along the way, each with the same amount of vertices, so they are easy to connect with triangles.   If you want the tunnel to turn, rather than just sliding from side to side, you can use the derived Bezier curve to calculate the tangent. (https://en.wikipedia.org/wiki/B%C3%A9zier_curve#Specific_cases)   Keep in mind that these curves are not inherently uniform, but if you keep the midpoints evenly distributed, it should be fairly uniform.     What framework are you using?
  7. Unity is reworking their input system, not sure if there is an ETA for te new system. But until then you should consider using something like InControl https://www.assetstore.unity3d.com/en/content/14695 (there is a free older version on github), to support most controllers. But yeah 360 used to be the standart, now I think it's XboxOne. I still use 360 at home, but XboxOne at the office. And honestly can't tell the difference (except for the design). But then again, I don't handle input at my job.
  8. I've never used this technique for games, but I think it should work for biome generation.   If you have multiple layers of low res noise (such as perlin), and combine them to create a probability vector, describing what biome is the dominant for an area.   The most basic example for this, is just to associate each layer of noise with a certain biome type, such that the areas where the tropical noise layer has the highest value, the biome will be tropical.    To prevent a snow biome spawning next to a dessert, you can achieve a more sophisticated result by having the noise layers represent environmental properties, such that the biomes can be derived from these properties.   Example time:   noise layer #1 "Temperature" noise layer #2 "Humidity"   Derived biomes: Temp < 33% and Humidity < 50% => Cold rocky biome Temp < 33% and Humidity > 50% => Ice and frozen lakes 33% < Temp < 66% and Humidity < 50% => Grassland 33% < Temp < 66% and Humidity > 50% => Forest or swamp Temp > 66% and Humidity < 50% => Dessert Temp > 66% and Humidity > 50% => Tropical rainforest  
  9. That sounds a lot like a job application. Keep in mind that game designer is one of the hardest positions to land. What are you experiences with programming, graphics or audio?   There are a few examples of people picking up/licensing abandoned franchises, and running a kickstarter to reboot the franchise. There is certainly also a wide selection of franchises, that is not tied to a certain developer, where established game companies can bid on the project (a lot of non-game franchises works like that).
  10. Honestly, if you just want to get started making your game, I would recommend you to go for tools designed for game development, rather than regular application development. Not saying that doing everything from scratch is a bad idea. Learning how things work is never a bad idea. But you should consider looking into tools such as RPG Maker, GameMaker (which is on sale today at humble bundle) or Unity. for Unity you will also be using Visual Studio to code c#, plus once you've made a 2D game in Unity, it should be fairly simple to switch to 3D development.   My personal selection of tools I use on a daily basis as a game programmer is: Unity, Visual Studio 2015, Sublime Text, Blender and Photoshop. The last two are mainly for mockups. My point being that a lot of development tools comes as finished packages, where you pretty much only need to run a single installer to get started. Then you can add more when you know what you want to use.
  11. Well for starters both XNA and Silverlight are outdated. Not that you can't use them if you want to, but the support has been cut, and the communities are moving elsewhere.   But what is it you want to make? it is hard to give you any advice on what you need, without knowing what you want to do with the tools, or your current skill level.
  12. [b]@[member='Navyman'][/b], That is true, but I don't think this is caused by borrowed textures mostly, only in the cases where people are combining two textures without ensuring they fit together, or copying most of the content from another project.   One of my previous games actually uses A LOT of textures from that site, where the artist would create most assets in in a patchwork style + a lot of Photoshop on top. This was super helpful, since our artist was not great at creating textures from scratch, but she was still able to maintain most parts of the graphics production. Only exception was rigging and animation were we had to hire additional people. While the game was not a huge economic success, nobody mentioned the asset flipping :) To be fair our game was 2D with a visual style made to look like DIY / raw and rusty, so I guess it depends on the project.   I think most of the negative vibes comes from people overusing the Unity asset store + releasing stock projects with only few modifications. As long as single textures don't stand out, I honestly don't think people will notice (in most cases at least). personally I instantly notice if rocks don't blend in with the background, but not if the textures are original or not.
  13. http://www.textures.com/ is a good site
  14.     Ads could be fine, but DO NOT MAKE IT BUGGY! I can't find a reference right now, but I know of at least one example where the devs thought it was a good idea to introduce bugs in the pirated version. This resulted in horrible reviews and complaints on their forums.   If you decide to go with bugs, make sure to make them fun like the Game Dev Story example mentioned above.   Regardless of what level of protection you want, it will be cracked if it's affordable. Denuvo is one of the longest lasting copy protections I have heard of, but even that is not secure. Further more it is not cheap, and requires the user to be online to activate.   You could roll your own fairly simple, for a time limited trial. While you can not make it super secure (unless you keep great parts of the game online (as also mentioned)) you can easily prevent most people from bypassing it by themselves. An example (requires online access to activate) would be to create a file with their Steam ID and start time, sign it online, and only allow the game to start if the file exists on their computer.   Although I would recommend you to just create a content limited demo, as this will allow you to stop the game at a cliffhanger, rather than at whatever point they reached before timeout. This can be done either by having two separate games, or having parts of the game encrypted, and only provide the key, once the full game has been purchased.
  15. I'm also quite curious to what this is?   Half of it sounds like something similar to what Unity is working on:   https://youtu.be/FzjxRi5J4XI https://youtu.be/TlzN_EEMFrQ   While the other half sounds like Second Life in VR.   Are you developing a level designer tool to be used in VR? or are you developing a tool specifically designed to create VR games? (or both?)   Second Life in VR would be cool :) but I have a hard time as seeing it as something with a huge targeted audience currently.   My personal opinion regarding the future of VR, is that it might become huge for gaming platforms and productivity tools for architects and the like within next 5 years, but I don't see any indications of it moving into social medias anytime soon. What we've seen from Facebook is the concept of how always being online can be somewhat seamlessly integrated into our everyday life in a non-intrusive way (or at least in a way we can convince ourselves is non-intrusive). This also aligns with the rise of casual games, that can be played while at commuting, or during a small break. While hours can be spent on a casual game, we can still convince ourselves that we can easily plug out and get back to our everyday life. Also both Facebook and casual games (free to play mobile games at least) share the constant stream of notifications, telling you that there is always something interesting going on.   For VR to come close to this, we both need to solve the issue of making it non-intrusive to go into VR and we need to solve the issue of most people not being online at the same time. While it often feels like I'm often online at the same time as my Facebook friends, I'm rarely 100% dedicated to Facebook i.e. while at work. For VR you don't have the option of not being 100% dedicated.   Sorry if I went a bit off topic, but yeah VR is amazing and I hope it will be utilized a lot in the future :)