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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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  1. I am on the fence about the idea of death, it does add risk but can be frustrating, in the end we play games to have fun, sometimes im just tired and want to unwind by playing for a while, i might not be playing to my full potential and dying a lot can make it a frustrating as opposed to relaxing experience. The idea that death unlocks a new story mode is really nice in my opinion, i hate having to go through the same thing over and over because i pressed the 4 key instead of the 3 key, now if i had to do something different because i died, it would not be that frustratin. Instead of punishing players for dying maybe we could reward players for not dying. Not dying for x amount of time gives you some cool new power, makes you look cooler, rewards you with better stats or extra experience, while not dying for 2x amount of time gives you a much cooler power, 2x experience and so on. This still adds an element of risk because no one would want to loose the reward by dying, and it would be incentive to play better because you know you are going to get rewarded for staying alive longer. On the flipside players might not want to explore and take the easier way out of situations because they want the reward for staying alive, and dying 1 second away from getting the 17x cooler ability might be even more frustrating than "normal" death. So it comes full circle, quite a conondrum.
  2. Sorry for the giant block of text. My program worked fine, but i was wondering if i could improve my algorithm/ style or if it is all good. Dont want to start off writing programs the wrong way hehe
  3. SOLUTION /* * File: StoneMasonKarel.java * -------------------------- * The StoneMasonKarel subclass extends superkarel and places stones(represented by beepers) * in the four colums on the 1st, 5th, 9th and 13th columns , so that the whole column has a beeper in each row * There cannot be more than one beeper on any spot in the columns * Pre-conditions: Each column is always 4 units apart. * The wall always immidiately occurs after a column * The top of the columns are also represented by walls */ import stanford.karel.*; public class StoneMasonKarel extends SuperKarel { public void run() { repairArch(); backToBottomofCurrentArch(); moveToOtherArch(); //Will work for any number of arches as long as they are 4 rows apart while(frontIsClear()) { repeat(); } // So that there would be no off by one bug repairArch(); backToBottomofCurrentArch(); //To position karel facing the wall turnLeft(); } //If there are no beepers present, will place a beeper otherwise will do nothing private void checkAndPlaceBeeper() { if(noBeepersPresent()) { putBeeper(); } } // Makes karel repair all missing stones in any given column private void repairArch() { //Will make karel face upward so he can travel the column. turnLeft(); //While front is clear karel will place a beepr if no beeper exists at its current location while(frontIsClear()) { checkAndPlaceBeeper(); //Move to the next point on the column move(); //So that i would not be off by one checkAndPlaceBeeper(); } } //Will take karel back to the bottom of the column(arch) its on private void backToBottomofCurrentArch() { turnAround(); while (frontIsClear()) { move(); } } //This method takes Karel to other rows with arches as long as they meet the precondition //Pre-condition: arches will always be four rows apart private void moveToOtherArch() { turnLeft(); for(int i = 0; i<4; i++) { move(); } } // This method is used so that karel can repair as many arches as they could possibly exist //as long as they meet the preconditions private void repeat() { repairArch(); backToBottomofCurrentArch(); moveToOtherArch(); } }
  4. PROBLEM Karel has been hired to repair the damage done to the Quad in the 1989 earthquake. In particular, Karel is to repair a set of arches where some of the stones (represented by beepers, of course) are missing from the columns supporting the arches, as follows: Your program should work on the world shown above, but it should be general enough to handle any world that meets certain basic conditions as outlined at the end of this problem. There are several example worlds in the starter folder, and your program should work correctly with all of them. When Karel is done, the missing stones in the columns should be replaced by beepers, so that the final picture resulting from the world shown above would look like this: Karel may count on the following facts about the world: • Karel starts at 1st Avenue and 1st Street, facing east, with an infinite number of beepers. • The columns are exactly four units apart, on 1st, 5th, 9th Avenue, and so forth. • The end of the columns is marked by a wall immediately after the final column. This wall section appears after 13th Avenue in the example, but your program should work for any number of columns. • The top of the column is marked by a wall, but Karel cannot assume that columns are always five units high, or even that all columns are the same height. • Some of the corners in the column may already contain beepers representing stones that are still in place. Your program should not put a second beeper on these corners.
  5. C++ or C# might be good languages to start with, i would suggest you go with the language that has the most recources geared towards learners and whatever seems more interesting/comfortable to you. I recommend Java and here's why. I did Basic in 7th grade and then tried to get back into programming on my own a few months ago. I bought acellerated to try learning C++ with that book. It started well, and then i hit a wall. Then i came upon http://www.youtube.com/view_play_list?p=84A56BC7F4A1F852 http://www.stanford.edu/class/cs106a/ I have a whole semester of lectures and assignments to work with. Karel the robot is awesome for a newbie, its fun and the results are more satisfying, not ony are you learning java, you are learning important software engineering principles. You move onto java(without karel) and then to C++. I went back to acellerated C++ again after a while and it seemed easier. I see no reson for newbies not to use such a good resource, videos, assignments etc of three classes from one of the best Computer Engineering departments in the country. TLDR : Go with the language with the best learning recources for you. Edited for Clarity. [Edited by - kachaka on March 18, 2009 6:23:03 AM]