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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 spiralseven

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  1. youre practically giving a label to a complicated set of instruction that would make it appear as if it were english
  2. I use the #typedef function to create psuedo-code prototypes....
  3. I jsut had a quick question..does Open_GL handle input and audio also? or should I use another library with it?
  4. I see. Thank you for the insight
  5. I will only use compiled languages for games, I dont want to have to install an RTE just to run my program. 
  6. My linker always screws up with SFML, so I have to re-install  my IDE blech..
  7. I agree with this statement. I use GIMP for making textures and bump maps, character reference layers etc.. I  like them because they're open source and fairly stable. Blender can be a bit buggy with there being so many releases and constant updates but its super powerful. The little Geico lizard is made in Blender lol
  8. Ill be studying JAVA and HTML 5 using the netbeans IDE,., its an integrated and pretty powerful. Im also be studying the UNITY player for the web
  9. Well C# would make it easier developing for windows, I personally prefer C++ because it gives you more control of the processor and whatnot and is more platform independent. C# has XNA which makes developing for the 360 super easy but then again there are other engines with basic C++ support which can also export to the the 360 and other consoles as well.. I suppose its where you want to go platform wise. Ive experimented with C# and managed to get graphical apps up and running in a matter of minutes but you're limited to microsoft platforms.
  10. I meant to say it only relative to things developed in blender, models will need to be expoted into the engine for proper animation (Unless it supports python)
  11. IM focusing on learning the rest of C++ and the major API's (OPEN_GL, SMFL, DIRECTX ,SDL, ETC..) then once i feel confidetn in my skills I will move into an engine then eventually design my own
  12. Game design should be viewed as an art form. How much dedication do you have to it? What purposes does it serve to your own interests? You can find open source art work all over the internet but if you have an artistic integrity to be original and to strive for professionalism you will want to make everything from scratch and with your own hands. There are people who are satisfied with using things that make it easy but those people either owe royalties to someone or their just being lazy. Unity has an event based scripting language which is simpler than learning a whole programming language (Most of which are not designed for games but have to be built upon and modified to support development of games) Professionals use C and C++. Hands down its the most powerful language and is most commonly used by any popular title that has ever hit it big. In the old days it was the X80/86 assembly language which is a tad more difficult than C (Which gives you more access to the actual assembly and processor) Atari up to the Genesis and beyond have used the assembly language. So If you want to do the whole thing by yourself it will be very difficult but its possible if you have a genuine appreciation for the art form otherwise youre probably going to want to focus on a specific field of game design (graphics, coding, design etc...) I agree with 3D dreamer on blender, its almost as powerful as the other renderer's but its a little more difficult to achieve the level of realism other programs offer, but it's free so thats a plus. it uses Python but thats only relative to thigns you develop in it once exported into another engine (I suggest .FBX format) everyone is using it still. sorry abotu the jumbling and bad grammar I've been drinking LOL
  13. Im joking I just don't like the fact that its interpreted, platform dependencies are the worst lol
  14. Python sux unless its used in blender. JK
  15. like the high resolution with the softened textures. very nice