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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.

Zido_Z

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  1. I'm a programmer who usually uses C++, but I'm about to start doing iphone and android programming for some freelance gigs. I was wondering what are some good books to leaning objective-c and iphone development in general? I've read some articles on the differences between c and objective-c and find that there aren't too many, but I would love to have just a good informative book to reference. And I'll like to get savvy with the ios SDK. I played around with it, but I learn best through practical examples.
  2.   accessibility over strategy every time for maximum mass appeal. but such a choice is only necessary when they conflict in a mutually exclusive way.   i assume you want strategy, but not at the cost of accessibility.   probably the best approach with maximum appeal would be a system with lots of strategy, where the player could choose from perhaps three levels of complexity and control.   the novice level would be the simplest, with maximum accessibility, and minimum learning curve. the expert level would give full strategic control, at the cost of a more complex user interface and combat rule set with a higher learning curve.   they may even be designed so each is a direct super set of the other. so once you master the game in novice mode, you switch to veteran combat mode, and add some more buttons, rules, and combat options to use. then you can switch to expert mode and see the full strategic combat system.   have your cake and eat it too!   ; )     That is a very interesting way of looking at it. But that would involve also creating three entirely different balance parts of the game. Of course, this just means it becomes a difficulty level, which isn't a bad thing, so I will keep this kind of option in mind.     I have a clear vision for my game. But I'm not close minded to just think in a matter of genres. That's a trap. I know what I want to pull off and the experience I want to make the player feel. And so that's my list based off what kind of gameplay I want to give them, gameplay mostly involved in combat that will essentially influence a lot of the other design in the long run, yes. No matter how you dress it, the game should still be the same on a macro level.   I hope that made sense.
  3.   which is... ?   IE what are you looking for?     I have two, as I stated: accessibility and strategy. A spectrum that I'm going back and forth from one end to the other in an attempt to see which will be more fun for the majority. 
  4. I'm preparing for a new game, but I'm having trouble choosing accessibility over strategic decisions for it. So I researched some combat systems for my parameters, wondering which will fit what I want. If any can add to this or give me some advice, I would love it, as there's games I've never studied that some of you might have.      
  5. Thank you guys for the suggestions.
  6. It's been years, but I remember downloading a specific program that allowed me to sort out information, research, characters, and plot points. I cannot remember if it was a script writing software or something else plot related. But since I probably won't remember it anytime soon, I was looking to see if any of you guys use a specific software to help organize your thoughts better or have a recommended list of them. Microsoft Word is okay, but it's not very intuitive to the organizing and creative process.   Thanks.
  7. @richar: Thank you, richard. I just bought the book on amazon.   @Mratt: I do that a lot while I'm walking around. It's a common thing of mines, though it was tied more to imagination back when I was kid, As I got older, it just became a way for me to immerse myself in some little dream while each little thing passed by me. Sometimes, end up drawing it when I get home or to some place where I can sit down. Music works even better to me cause I tend to use it to help me paint some sort of scenario or mechanic in my head. So I'm glad to see I'm not the only one who thinks like this.
  8. Hi. Is there like a list somewhere of compiled exercises for those who want to practice game design or mainly to review them? Something like "Make so and so game with so and so mechanic." I would appreciate it. I can never find this kind of article anywhere. And I learn better with a teacher-like assignment procedure.
  9. That's the difference between you and me: I learned programming to let me make video games so I can put my ideas in an interactive media. You learned it simply for the joy of discovery and making software work. As a byproduct, I've learned that, too, but I don't know if I will ever get into as deep passionate as programmers like yourself. It's just funny that I'm learning the same stuff that others in the game industry take paths in learning, anyway, so I suppose I may be as passionate as people like yourself. I sometimes think I'm just a man using programming as a tool to get something done, and I believe that to be the case as it's a means to an end.
  10. So, at my college, there's a new game development club that is entering its third semester. We're a fledging group between ten to forty depending on how many people show up weekly. So far, we've had little informative seminars from peers about the various areas of game development, from sound to graphics from those informed in that aspect of the media. We also have been upping our participation by sharing ideas and even forming into small groups to try to make small games between us.Last semester, we even took a group trip down to Austin GDC.    Unfortunately, there's one problem the club has as a member, and the president has asked us all what we could do to make the club more of a club that will bring people here to stay and remain active, since the number of members dwindle as we go through each week, which may be due to school and not many activity in the club itself. One advisor came to us and said we should actually start showing our games and exposing them to show that the club is doing something. They also recommended participating in events to get our name out there. So far, we have been a bit of a presence at video gaming events that happen ever so often on campus, but it's usually just a table and a sign up.   I believe one idea is to have a more elaborate set up at these tables to have people walk over and test games on a nice presentative display.   I just wish to have some ideas from others in the community on how I can pitch some ideas in sprucing up this game dev club of ours. Thank you.
  11. That's not going to work for me, unfortunately. I'm on the other side of the fence saying that the video game industry NEEDS to be responsible for what they show to kids. Because this isn't just watching violence anymore. Video games are an interactive media. It's no different than placing a real gun in a kid's hands. The sounds are real. The graphics are real. The experience is real. To say that video games of this nature do not influence violent behavior is ignorance on the game industry. If anyone takes a real gander at who do behavior studies, it's actually professional behavior analysts, which no one in the game industry is. Behavior analysts study the effects of what causes behavior patterns and affects it, and violent media is one of those causes. So if some of you were more informed, you would realize that this simply saying that video games are part of the problem.   "But we should focus on all media, too."   They do. Video games is just another media added to the mix. They aren't focusing entirely on video games, but that's where a lot of adolescent boys' attentions are these days, if not on television watching cartoons or wrestling. So of course a lot of people are going to be concerned about it. I wish some of you would look past your short temper and question WHY they might say this instead of THAT they said it.
  12. It's funny because I'm in the same boat. It's not even about trying to get into the game industry, but the programming industry in general. I'm still having trouble getting back into college, but I have the skills that put me on a level playing field with those with a Bachelor's, at least. It's unfortunate that those skills cannot be demonstrated to get to that interview, gaming or non gaming. So all I can do right now is keep studying and keeping making programs until one of them gets noticed.
  13. [quote name='Goran Milovanovic' timestamp='1348116703' post='4981918'] I made a quick video tutorial that explains how to rotate a tetris block with matrices. I hope you find it hepful: [media]http://www.youtube.com/watch?v=Atlr5vvdchY[/media] [/quote] Sorry for getting to this late. But that was very informative. That's exactly what I needed. I'll get back to you guys on my progress. @pointer: Your solution works, too. It's mostly helps without having to do an exception case of if the block is a 2 x 2 square, then there won't be a rotation at all. Visual, anyway.
  14. [quote name='Dragonsoulj' timestamp='1347678583' post='4980272'] I preferred a source that described the game itself. Search for section 5.3 on this page: [url="http://colinfahey.com/tetris/tetris.html"]Link[/url] It helped me a lot. [/quote] This is actually very helpful. Thank you!
  15. I assumed there was some logic behind it, mainly because what happens when there's a variable set of rows and columns for each piece, aka custom pieces. Normally, it would be easy to say "choose this center block," but I figured he was explaining it because when you do rotate a piece, it ends up in the same spot, but not using like a single cell of the array.