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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 viper110110

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  1. I'd like to see more games that revolve around the player building skills, similar to counter strike or starcraft. In those games, all players start on a level playing field each round, from absolute beginner to pro (same gear, same available weapons, etc). There's too many games that give advantages to players that hit certain levels, ruining the experience for newer players. Halo 4 was a big disappointment to me because I couldn't start a round with the same weapons as other players. I was told "It'll be better when you hit level 20 and unlock the weapons and perks".
  2. If you're trying to do this as a business, refer to what Khatharr said.   If you're doing this for fun, the next thing I would work on is trying to get some synchronized real-time gameplay going on, such as player positions. While a proper MMO will require thousands of man-months from experts and millions/billions of dollars, you can probably get the basics of networking working just on your own. Make a client simulator and see how it handles hundreds or thousands of players. Proceed from there.
  3. If you can make it work for yourself, try getting up earlier or staying up later. Seeing as she doesn't have a job, I would assume she sleeps in every day. You could try getting up half an hour earlier every day and working on your project while she sleeps. Bonus points there because you'll be fresher in the morning than you would be in the evening.
  4. Procedural terrain generation is a common one I've seen a few people do (myself included).   Network prediction might be an interesting one, or implement some sort of graphical feature. I'm not sure your school's policy on working with your friends, but mine was that your part of the project had to be runnable and marked on its own.
  5. I'm not entirely sure about game dev in assembly, but I do know that rollercoaster tycoon was made in assembly except for the parts to interface with windows and directx. My guess would be that you have to do something along those lines.   Alternatively, make a game using ascii art?
  6.   Personally i would invert the logic [source] get {       if (!somecondition) {         return null;     }       //code goes here       return something; } [/source]     I like what you did, and if I recall correctly its what resharper and/or stylecop will suggest to reduce nesting.   The right thing to do is to find out exactly what your coding standards should be at your place of work. If there is no hard established standard, you should ask about establishing one. Where I work, we have a wiki article describing the standard and an emacs config that enforces it.
  7.   Sounds good, I'll give it a shot. I only have a handful of lakes for now, possibly ranging into the dozens, so time isn't much of an issue here.
  8. I have created some lakes, some of which have rivers. These rivers flow out into other lakes, or sometimes out to the ocean (which I have represented as a lake). For the purpose of the graphical world making sense, I now need to raise these lakes so that when they flow, they flow downhill. I'm now stuck on the algorithm for determining the heights.   Guarantees: I always have a reference to the ocean. I can traverse this graph of lakes in either direction, despite the rivers having a direction assigned. A lake can have more than one river flowing in and/or out. There are no cycles in this graph of lakes. I can ignore any lakes that don't have rivers, or separate graphs of lakes/rivers that don't flow out to the ocean.
  9.   https://www.dropbox.com/s/3nb5lkh8yybrlbs/voronoi%20stuff.zip?dl=0   That should contain everything I did related to voronoi/delauny. You might also need Vector2 and Vector3 classes. Everything from the link I posted should still work. Use is as follows: float* xValues = new float[numNodes]; float* yValues = new float[numNodes]; for (int i = 0; i < numNodes; i++) { xValues[i] = RandomFloat(size); yValues[i] = RandomFloat(size); } VoronoiDiagramGenerator vdg; vdg.generateVoronoi(xValues, yValues, numNodes, 0, size, 0, size, 0.0f); points = vdg.outputPoints; edges = vdg.outputEdges; edgeEndPoints = vdg.outputEndPoints; You can access the delauny triangulation through: points[i]->edges[j]->GetOppositePoint(points[i])
  10. I'm working on exactly your problem for my honours project. I've found that the code here http://www.skynet.ie/~sos/mapviewer/voronoi.php is easier to use than Fortune's original C code. I've modified it to output vectors of the input points, the edges, and the end points of the edges. The end points for the edges are joined together, so if two lines end at the same point, the line class points to the same end point. I could send you my code if you'd like.   [url=http://postimg.org/image/ybq55q6rv/][/url]
  11. I got part way through the first one and stopped reading. I made it all the way through the second one and understood what it was supposed to do.
  12. http://www.gamedevmap.com/   I haven't used it and I don't work in the industry yet, so I can't tell you how up to date it is.   I would also consider cities that have a game development conference. The game industry here in Ottawa has recently taken off, so we just got a game dev conference.