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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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About falconne

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  1. Crusader Kings 2 is pretty much what you've described. You build up your dynasty through the ages. When your character dies you take over his heir's character, who is now the new head of the family. It's a sandbox game, meaning you set your own goals... there's a dynamic world going on with hundreds of AI controlled characters with their own personalities and ambitions going about their business. You turn up and you can do whatever you like to improve your family's power and reputation: climb the political ladder through diplomacy or violence, become an merchant prince and form a capitalist empire, lead your nation on a holy war, get one of your family member into the papacy... the list goes on.   The keywords you are looking for are "open world" and "sandbox". There's a lot of such games out there, but they are not well known. You can also try Dwarf Fortress, Unreal World and Patrician 3. Each of those takes a different approach and can help you find more specific games of the genre you may like.
  2. What about grand strategy? How about trading/economic games? No love for them?
  3. Quote:Original post by iansane Would be nice if there was an easier way. I installed Ubuntu linux with apache server on a dual boot system with windows. However, I think there is a php engine that can be istalled in IIS in windows. You can install Apache for Windows along with a PHP engine for it: http://www.php-mysql-tutorial.com/install-apache-php-mysql.php
  4. Quote:Original post by shurcool You could create setComponentATypeOne() and setComponentATypeOne() functions within the Player class, but then if you add a new type of component A, you have to change more things. I may be wrong, but I don't think the OP is trying to use component based programming to solve a "data driven programming" problem. I think the idea is to customise the behaviour of a class (InterfaceUser) at compile time by inheriting from different implementations of an interface as required. Personally, I don't think even inheriting from an interface implementer is required - inheriting from any class given as a template to InterfaceUser at instantiation will do. The compiler will warn you if you try to instantiate InterfaceUser with a class that does not support the methods you invoke on it.
  5. Quote:Original post by Rydinare I've worked for one company where the standard was that #include "" was banned, due to it not being configurable. What's the actual rule regarding quotes vs angle brackets? In VS2005, I can fully qualify header files included with quotes, from any root in the include folders added to the project, so I tend to use angle brackets for system includes and quotes for "my" includes. I guess it depends on the compiler implementation as to how the two are resolved?
  6. Don't annoy him... he might invade Poland
  7. Post more details of what exactly you're trying to achieve. I doubt "dynamic class definition" is what you're looking for. Sounds like you just need to design a class that's more flexible at runtime than what you currently have. Someone will be able to explain how to achieve what you need easily.
  8. If I understand your intention correctly, you're trying to parametrize the functionality of InterfaceUser at compile by using various clases that implement AnInterface as required. You might like to read up on Policy Based Design in "Modern C++ Design", where this design pattern is fleshed out comprehensively. Anyway, looking at your specific example, if you want to call AnInterface methods without instantiating an object, wouldn't those methods have to be static? As for being able to instantiate InterfaceUser with int, I don't think this is a problem, because InterfaceUser would be calling AnInterface methods in its body. That would cause a compile error if you used int. I'd say as long as such mistakes are caught at compile time, your pattern is good.
  9. Why not use this list: http://en.wikipedia.org/wiki/Video_game_genres as a start? Not a very well written article, even for Wikipedia, but anyway...
  10. My condolences. I've used several source control system and VSS is by far the worst choice available. Not even Microsoft use VSS. And yes, your graphics should be under source control unless they are generated during the build. _Every_ source file used to build your product should be versioned and labelled with your code. I guess all you can do is keep trying to convince your place to move to a real version control system. Look up the field of "configuration management" and try and explain to them why it is important.
  11. Enums create symbols (that map to ints), so you're not meant to use strings in the assignment. You don't write: difficulty foo = "HARD"; you write: difficulty foo = HARD; You don't have any argument error checking in your last listing. Assuming, you add that, you could then go: myDifficulty = diffLevel; However, even for an assignment, that seems like a pointless thing to do. Post the program it wants you to rewrite and the exact question. Maybe the question wasn't quite clear in describing its intention. Maybe the intention was to translate the user's numerical input into a literal string to be displayed back - that would make more sense.
  12. This would be an application of "Nearest Neighbour Search" with a Bucket System I think: how about partitioning your 2D space into a grid of tiles (the smaller the tiles, the faster your search will be but the more memory you'd need). Every time an entity moves, it assigns itself to the tile within which it now resides. So to calculate the closest neighbour of entity A, first you'd check all the other entities in the same tile as A and if there are none, do a check of the 8 tiles surrounding it and expanding so on until you find the closest one.
  13. How about using a library like zlib to compress your save file data? This has the advantage of keeping your save files small without you having to optimise data storage and prevents the casual user from figuring out how to edit it. If you want to encrypt the data as well, you could pass it through GnuPG.
  14. Like other replies, I'm surprised you find Perforce and SVN buggy. I've used Perforce for years at work and can't recall a time I found a bug. I only have limited experience with SVN but in that time I didn't find anything wrong with it. I would definitely say an indie developer should go with one of the above (Perforce is free for non commercial use). If you do have problems I'm sure you can find the solution online. If your project is open source you could go with Google code hosting. I've used ClearCase for years too. Using it for indie is like using a bulldozer to crack a walnut.
  15. Quote:Original post by vampex2 I know how to communicate too very well. i too speak good england (I keed, I keed. But sometimes criticism helps someone more than encouragement.)