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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 jColton

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  1. At first I didn't enjoy L4d, then I found a clan. Playing with people you know won't quit and ruin the game half way through improves it tremendously. The only game mode I enjoy is versus. I admit that it could use more content, maybe some new weapons, but I've enjoyed it enough to make me look forward to the sequel. Maybe I'm just weird like that.
  2. I gave it a try. Its pretty entertaining. Only thing I noticed is that the squares on the floor didn't always match up with the player cubes. Nice game and good luck.
  3. You never pass script into the update function and you don't store it anywhere. You either need to pass it in as a parameter or create a m_script variable and set it to script in the constructor.
  4. All of these comments about how most pirates lie about being try it and buy it, do you have any statistics? Or are your opinions just biased without any proof? I know several people who download full games whenever there aren't any demo's available. I used to do it too. I know the majority of you won't believe me when I say I bought the game if I liked it, and thats fine. I stopped after getting a few viruses and now I only buy games that have demo's available, or if I happen to have a friend who lets me try it. As for the discussion about games on sale and discounts, I tried the world of goo demo and liked it. I never thought that the $20 was worth it, but steam did one of their weekend deals and I picked it up for $5.
  5. Quote:Original post by Acoole Not sure.. but that just confused the hell out of me .. Sorry. Including header files is just one of those things I do without thinking about it. (and now that I try to think about it I can't bring myself to be sure I'm right.) You need to include "main.h" in the Weapon header file. You then need to include "weapon.h" in the Weapon source file. Hopefully this is a bit clearer.
  6. Quote:Original post by Evil Steve Quote:Original post by tnutty briefly,learn c++ and opengl or direct3d to become a game developer.In the same way as buying a hammer makes you a builder. Closer to buying a hammer and a bunch of wood. As tnutty said, one of the first steps is choosing a programming language (find one you like and just work with it.) but its not as simple as he made it sound.
  7. you would need to create an instance of a weapon and then use weapon.m_rounds Also, and I'm kind of new myself, but doesn't "main.h" need to be included in the header files instead of the source files? Then the source file just includes the header file. So include "main.h" in "weapon.h", and then include "weapon.h" in "weapon.cpp"
  8. I can't find where script is defined. Which file is it in? Edit: Nevermind I found it. Error 4 error C2065: 'm_rounds' : undeclared identifier c:\Users\Andrew Chinnadorai\Desktop\Source\Chapter 13\Game\PlayerManager.cpp 141 m_rounds is a private variable in the weapon class. PlayerManager can't access it.
  9. Quote:Original post by w00 Suppose i have 1 naked character, the file is called 'mainchar.tva'. Next to that i have oher files like: gloves.tvm (not animated) boots.tvm suit.tvm headpiece.tvm So should i be able to 'attach' these object ingame to my characters? So that gloves.tvm get attached the the hands of my model so it can also follow the movents of the hand... Or am i getting this all wrong? This is how its done. You have a naked model, a boots model, and a suit model. When your character puts on the suit, you render the naked model and then the suit model on top of it.
  10. I checked the code in your other thread. You have // Ensure the weapon is firing. if( fire == false ) return; //Checks if the player is trying to reload the weapon if( g_engine->GetInput()->GetKeyPress( DIK_R, false ) ) m_rounds += 1.0f; Why would the player need to be firing to reload? Maybe you stop firing when you try to reload? Without the source (as you've been asked to provide) this is the only thing I can find.
  11. Thats really something you and the artist need to work out. Depending on how much art you need. Do each of the 4 players need a seperate sprite? How many background images are there? The only one who can answer how much you will pay is the artist.
  12. Quote:Original post by Dex Jackson Besides, this thread went quite a longways from the original thread which was about the Steampunk genre- not magic is a science! Haven't got time to argue the toss right now with other members. Gotta go. The problem is that this discussion was started by you Quote:[i]Original post by Dex Jackson[/i You can interweave fantasy of both categories (High and Low) with that of Steampunk and still walk away with a perfectly good setting. Except for the fact that you will have taken away the essence, soul and real feel of the whole genre by doing so. Mix magic with robots (the Thief series did), mysterious alien races (Rise of Legends, which supposedly did it well) superficial battles between nature and technology (Sliverfall, which wasn’t received with open arms). You can do this all you want, no-one's gonna get hurt or crushed. All you're doing is deviating from the true world of Steampunk (at least for me it is), what's the harm in that? You can't say something, especially when you make it one of the major points, and then complain that people discuss it. As for the genre, its all open to interpretation. Why should designers conform to your idea's for what steampunk are. I don't think I've ever read a book, played a game, or seen a movie that uses steampunk the way you describe it. I'm sure there are plenty out there I've just never come across them. I've seen it used other ways before, so they form my definition. Just because I define steampunk a different way doesn't mean my definition is any more wrong than yours. I found this thread particularly amusing because you started a thread about originality, with your ten game designs tags you should never use.
  13. Quote:Original post by polyfrag Quote:This topic is irrelevant to these boards. If a piece of software with a consciousness like ours could be made (of course it could ever be proven as such), it'd be blatantly and grossly unethical to deploy it in a game. What if it was a very rudimentary self-awareness? The first artificial self-aware AI would be less sentient than an animal, so it wouldn't be grossly unethical. I can't help but imagine computer rights activists .....
  14. Quote:Original post by Platinum_Dragon The more realistic a game, the better people can make connection to it, so that players are more satisfied with the game from the connection they have with the game. Escapism says the opposite. Why would the players care if the fireball is created through manipulation of a flammable material or through manipulation of invisible forces?
  15. Quote:Original post by Dmytry Quote:Original post by jColton If you don't like a feature, ignore it. Exactly - and ignoring this, I see no reason to use twitter. Quote: It's mere presence shouldn't be that much of a problem. Overall, I'm liking twitter, you just have to find people worth following. What's your twitter name? jColton? no, and i'm definitely not worth following. But after a few remarks from some of the people worth following, I'm starting to agree with you. It's much better to just read their blogs. I thought these people might be worth it but then they start talking about all their minute to minute projects on their new houses or their new cars. You have to love when a few hours completely destroys your belief that a program is somewhat useful.