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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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  1. When I've seen big UI revamps in my own workplace where old UI was thrown out the window. it usually had to do with one of two reasons: UX development team changed and couldn't wait to try their new thing. (Did not want to "own" the previous team's UI) There were some new technologies for example: Mobile html became popular ~7 years ago The reasons for both changes had very little to do with something users wanted. So taking Skype into consideration: I assume that when Microsoft bought Skype, there was alot of *human* change in the development team makeup, until eventually it became a new team. New team didn't want to fall inline with the old team's decisions and decided to overhaul the UI. But that's just my guess. Regarding international net neutrality: Most of the sites/services in question have to do with large volumes of video streaming. I've lived in two countries which are not the US, and both didn't have access to US video streaming services such as: Hulu, Netflix, Amazon. and ESPN. Even if I want to pay. Heck we were even missing alot of google and apple services for a while. So while no one charged me extra for the traffic, I didn't even have access to many of these services. So I think the international internet cannot really be considered "neutral"
  2. General purpose engines where less of a good option before because they simply were not good enough. Unity and Unreal have evolved into great tools. Custom engines will give you better results if you are willing to put in the time, effort and *experience* to use them. Part of the reason people might use a custom engine is because the devs that wrote it and know how to use it are still working in the company. If you're AAA and you don't mind spending another 100K$ to use a custom engine. And you allready have 70k$ invested in a custom engine from previous games, why not reuse it? But to counter that point: Big name companies can negotiate better royalties deals with game engine companies than you will get as an indie, hobbyist, or even mid-size studio. Don't underestimate the power of a strong finance department...
  3. There are some economical factors in the corporate world which might make you prefer the more expensive machine: 1. You are not paying for the machine yourself 3. Tax deductions when working privately (I don't live in the US) might mean that the real price is not really 5000$. 4. Academic professors have laptop funds to buy any computer they want once every X years, but no budget for periodical upgrades 5. Startups sometimes have a cap on the amount of money they can pay as sallaries, but have other accessible funds for purchasing equipment. So I cannot raise your salary by 5000$, but I can get you a beast of a machine. etc... You can compare it to flying business class. Not many people do so privately, but noone refuses a ticket from their workplace. In fact I would theorise that the whole concept of "business class" (and probably first class as well) is populated mostly by people who did not pay for their plane ticket. As such, judging a "premium" machine based on it's price kind of misses the point...
  4. Did you guys know of any contact details? I did find their google+ group, but it's read only.
  5. This might be a silly response, but what are you trying to achieve? Unique_ptr implies single ownership of a pointer without the ability to copy it. When you pass an array into a function by value, you are making a copy of it. If that was your intent, then you cannot copy the individual unique_ptrs in the array, and as such cannot copy the array itself. If that was your intent, you need to use shared_ptr or weak_ptr instead.    However, if you just wanted a reference to the array inside the function then you should pass the array by reference. This is good when you only want: A read only copy of the array You are interested in any changes that you make inside the function to propagate out of it In this case, you should declare the function definition to accept a pointer (*), or a reference (&) to the array
  6. We have just released "Time Rider" for google cardboard. The game is designed to be an easy virtual reality experience. We are trying to create an experience that minimises dizziness and can serve as an introduction to VR. You can download it here: https://play.google.com/store/apps/details?id=com.eyalgames.timerider Since this is a hobby game, we do not have a lot of devices to test on. If you want to help, please post what kind of performance you get on your device (and what type of device it is).  https://youtu.be/28eI3un3RYs    
  7. I am releasing a hobby game on google cardboard, and was hoping to get featured on their Cardboard app: https://play.google.com/store/apps/details?id=com.google.samples.apps.cardboarddemo The "get apps" page on the app contains several hobby apps, so I think there might be a (slim) chance that I can get my game featured. However searching the net, I cannot find any info on how to get featured. Is there a special flag that I need to mark? It seems that the documentation focus has switched to "daydream"m however I am still interested in this. Anyone have an idea what I need to do?
  8. I am looking for a humorous writer for a casual game. The game premise is that you are tasked with driving a bulldozer, demolishing various things in a small town. I would like the game to be PG, and as such, there will be no violence or gore against people or animals. As such, I would like wacky and over the top humor as to why you are carrying out each mission. The writing task will consist of writing short mission briefings that will convey a wacky an humorous atmosphere. Some example of possible scenarios: 1. Destroy all cars parked illegally in handicap places 2. Destroy all unhealthy fast food restaurants. 3. Prepare houses for summer, by demolishing their chimneys. 4. etc... etc... etc... You will be tasked with fleshing these scenarios out, and making the backstory as funny as possible. The game already has a working prototype: Video Here   If interested, please PM me on this site.
  9. Time rider is a virtual reality game for google cardboard on android. We are an international team of hobby developers creating a VR game. We allready have a working demo as can be seen in the trailer.   [media]https://www.youtube.com/watch?v=28eI3un3RYs[/media] We are looking for a modeler who can create low poly 3d assets The game about a time-travelling sloth on a motorcycle racing thorugh different time periods.   What we are looking for: We want an artist who can design some further low poly time periods. We have some ideas: Ancient far east (China/Japan), Egypt, Rome, etc... You can either team up with one of the existing team members, or if you prefer: You create your own time period.    The game is a free game. There is no plan on making any money, or receiving any compensation. The compensation is having your name in the credits, and bragging rights on a released game. (I garruntee that this game will get released soon)   Many VR experiences utilize complex interactions, and have novel control schemes. While they are interesting, I find them disorienting, and they require a steep learning curve. If we do this right, timerider should be an easy game for anyone to pick up and play. As such TimeRider is focused on maintaining a very calm and easy interface.   How to join: Send me a personal message or join our google+
  10. If your site is small (hobby stuff), then you can use the docker based redhat openshift cloud. They give free hosting for alot of different techonologies. And they provide an SSL certificate (required if you want to use facebook). All for free. If you want bigger stuff, I use google compute engine, as it is really cheap for sustained usage. I pay ~5$ a month for a tiny but fully fledged VM server instance. At work we use amazon because of their awesome APIs, but they are expensive for small projects the last time I checked.
  11. Another tip that's helped me alot: If possible, never debug directly from android code. Write a java lib that you can debug both from your computer. And write some testing code to test edge cases. Maintaining a server development is really hard if you need to use emulators/your mobile device every time you need to test it.
  12.   Thanks, Great tips. Can't use wireshark as my server is centos. Guess it's time to roll up my sleeves with grep and tcpdump 
  13. Nope, that traffic was measured with only 2 test players connected. But aren't those whitelisted? Or is any old protocol allowed? 
  14. There is something I don't understand. I improved it a little bit by making my text packets smaller. It is now ~50 bytes payload per player state. So with a 200ms update I should be sending 50bytes_payload * 5messages_per_second * 60seconds = 15k bytes of payload data per minute + 6k tcp headers (300 messages). However when I turn ff my WIFI, I see android reporting around 200k data usage per minute in the app info page. That's 10 times as much as 21k. Is there some overhead I am missing. Could it be that I misunderstood just how bad tcp_no_delay can be? (yes I know, the state could be smaller if it was binary encoded, but I still want to understand what I m seeing here...)
  15. Hi, I'm programming a multiplayer VR racing game on mobile, and I have implemented a basic multiplayer server. I've used a naiive implementation that I've previously written for a mobile strategy game. Algorithmically everything works fine. However I am getting alot of traffic on the network because my racing game has much more frequent updates than a strategy game. As I said, the implementation is naiive (a brute force attempt to add multiplayer in 24 hours). This means: I am using TCP_NODELAY instead of UDP (can I use UDP on mobile networks? I allways assumed it was blocked) I send all the other 10 players' positions to each player every 200ms. The racing is in "ghost mode". There is no interaction with the other players, you just see them on riding next to you. So 200ms update rate is not a game issue. But any slower, and the lag becomes really noticable. I am using a text based delivery method (easy to debug across a C# unity client and a Java server [my old Centos server cannot run Mono] ). I am assuming this is not too bad because tcp headers are 20 bytes each anyway, and I am transporting 4 strings: 3 floats: x,y,z, and a 64 bit uuid. Using all of this, i get around 1MB of data use per minute. Since this should run over a mobile network, that's way too high. You should assume I know very little about real-time multiplayer, with that in mind: Are there any obvious tips I should be using to reduce my traffic drastically? My current guess is to try and reduce the text encoded messages. By replacing the 3 floats with fixed point ints (percision is not important for a ghost), and reducing the uuid to cyclical int. (If I ever have over 4 billion players, I'll be extatic to fix this bug :-) )