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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.

Nofootbird

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  1. Research really needs reasonable motivation, i mean, personal motivation.
  2. Coding for Art, the greatest thing ever!
  3. I was always wondering how to make Dead Space iPad version. Are there a fast way to automatically change them into low-resolution or less-polygon models? Will they re-use the code for game logic? Or they have to re-write the source code? Or they plan to do cross-platform development before programming so they develop two editions?
  4. Will your compiler do some optimization to change the form of your loops? I guess that to some level, compiler will try to re-write the code before turn them into machine code in order to get maximum efficiency. Anyway, it is an unverified guess.
  5. An education institution (an university or whatever) will have area impact on turning people into educated or productive workers. In reality, the destory of such edcation institutions will obstacle young people growing to skilled workers. As a result, the elimination (no matter it is removed by players or destroyed by enemies) of schools will [b][i]gradually[/i][/b] reduce the well-educated population to a limit. We could explain this phenomena by the reason that older people are dying and the young can't get enough education to occupy the available vacations.
  6. Forgive me my poor English in advance! 1. Maybe you can encourage players to explore the under sea by rewarding them experiences. They will receive certain amount of experiences when sending sailors to collect treasures under sea. I don't know whether there is a level system in your game, but if you have such a system, balancing the experiences obtained by exploiting undersea and that get by normal ways is very tricky. 2. Some rare materials must be exploited in some specific spots under sea. 3. What's more, if player's goods will sink under sea, will some players rob others' goods by hitting weak ships. It will leads to imbalance between those novice players and experts in game. Yet in other aspect, it is intriguing to simulate a real pirate world. Maybe a EVE-like game?
  7. I am also a novice in developing games. I think that copying famous small games is a quick way to learn basics and to gain programming experience. Plus, while trying to accomplish programming goals, you will have several new ideas inspired by those masterpieces or you simply apply a small change, which may turn out a fun element. In my view, it's a efficient way both to learn and to create something my own.
  8. From a research view of memory leak, there are two types of memory leaks. One is that you assign a pointer to refer a chunk of memory and then you change the pointer's value so that specific chuck of memory is lost forever, the other one is that you require a chunk of memory and never free it until the end of running your program. There are many non-commercial tools (most for research purpose) that can dealt with these two situations. For java, we have FindBug. As to C/C++, MemCheck is an popular tool. All these tools are free to use and are able to find your memory leaks in programs.
  9. I think this link may help you with tuning your gameplay. http://www.gamasutra.com/view/feature/6155/hot_failure_tuning_gameplay_with_.php In this article, Chris raised a metric way to maximize the use of player's death or stuck in a level. I really love that way, hope it will also help you.
  10. I think philosophy here is simple, that is, the more effort you take in the design part, the less effort you pay in the implementation part. Game design likes creation of art, so there is no specific way to speed up your imagination skills or complete your well-consideration of designs. I believe that you pay much time in thinking how to create gameplay and in thinking through details carefully will greatly reduce your time on coding. It kind of like a trade-off. If you just try to get some ways of well documenting your ideas or assembling your imagination into clear images, I also believe that there are a lot of things to learn. Hoping others can give some clues about it.
  11. UML is a tool for designing the framework of program. It is a tool used by programmer or framework designer, not game designer or creative director. Usually, programmers take design documents from designers and make them into use-case diagrams. Then by analyzing the use-case diagrams, programmers try to design their class and objects to implement the whole design. So, UML is an ancillary tool for designing framework of program, not a tool for imagination or creative part.
  12. Are you making a RTS game?
  13. Agreed with Half_Duplex's second point, rewarding system is also very important for immersion, it makes player addictive to your game and thus forgot their time. Recently I am playing NFS: Hot Pursuit and I am always totally immersed in that game. Every time I completed a new event, I would won a lot of bounty to unlock a new car and to give me another higher title. This rewarding system keeps me addictive to the game and forgot the time sometimes. What's more, the tension it generated during a match kept me busy. Though I agree that being busy is different from being immersed, keeping you busy with the staff created in game necessarily leads to higher emotion like immersion cause few things in reality will divert you. So it is OK to let the player being busy, provided you have offered a complete and deep world.
  14. In most cases, Visual Studio will underline the uninitialized variable with green line, it often help me a lot. Besides, I will check my warnings after the build, sometime warnings will tell much information about uninitialized value. Except the cases above, like you I am also bothered with this problem and try to avoid using 0 in my programs.
  15. Enterprise Architecture 7.5. It's a commercial product though, it is very easy and convenient to use. In som cases during design phase, I would rather writing down on the paper for I will not be restricted by certain regular rules.