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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 Sutayh

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  1. In your unit class, I would probably have it send a message to your quest engine every time something dies that includes the type of the deceased unit.  The quest engine could then iterate through the QuestKillUnits until it found a match for the type of unit and increment the count by one.  Your QuestKillUnits class needs a variable to hold how many units have been killed.  When that variable is updated, it can send a message to your screen showing something like, "killed 5/6 werewolves".
  2. Just throwing my hat in the ring, though it's not the shortest: #include<iostream> #include<sstream> using namespace std; string m="o more",v=" bottle",t=" of beer",s=" on the wall"; string a(int n,int c=0) { stringstream b; b << n; return (n?b.str():(c?"N":"n")+m)+(n==1?v:v+"s"); } int main() { for(int l=99;l>-1;--l) { cout << a(l,1)+t+s+", "+a(l)+t+".\n"+(l?"Take one down and pass it around, ":"Go to the store and buy some more, ")+(a(l?l-1:99))+t+s+".\n\n"; } }  370 characters, 332 without "any" whitespace.
  3. I started with all of the old NES games I couldn't beat or always wanted to play recently, too. I must be one of the few people who had no problems with the water level in TMNT. Aside from Battletoads, already mentioned, my NES gaming kryptonite was Ghosts and Goblins. Wow did that game suck. It was one of those where you'd finally get all the way to the end(still haven't done it without either save states or level select) and you'd get the "our princess is in another castle" deal. It was totally a game that was difficult for the sake of being difficult.
  4. The #1 thing to do to stay focused is write a to-do list. At least when you're getting bored of doing something it makes it easier to go back into it later. It prevents phrases uttered like: "What the hell was I on a month ago?" #2 helps #1 out. ALWAYS DOCUMENT YOUR CODE! Sure it's tedious and you may never look at this lame swapxy function again. But...in case you need to make sure what you've done is working or is causing problems with your new function after you haven't looked at code in forever, there you go. It's tough to stay focused, especially when you have 8 billion behind-the-scenes engine things to do that don't really have a good way to show you the results of your labor until later. It wouldn't hurt to write a little debug insert that outputs things to a text file. Timestamps are great for optimizing. Really, just anything that says: "This function works...I'm awesome" will keep you interested longer. Remember, the more you document what you're trying to accomplish the easier it will be to keep interest.
  5. I'll second the VisualSVN. I use TortoiseSVN with it. Awesome combo and easy to set up.
  6. The mojave experiment is lame. They probably use a $3,000 laptop to have them try Vista on. Sure, it'll run with 4gigs of ram for things most users do. Ever try to change permissions and crap? POS Our XP at work is flawless for what we do. Our Vista is slow and incompatible with half of our devices(at least without screwing stuff up).
  7. You should really check out the Advance Wars games for the GBA/DS/GameCube. They have an interesting take on handling this kind of stuff.