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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 neuroarena

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  1. [quote name='Ravyne' timestamp='1332369340' post='4924112'] Looks very cool and quite polished. Congrats on bringing it through to fruition. [/quote] Thanks for kind words, it's a result of almost 5 years of work (mostly part-time). Karol, from Masshuro, independent game company
  2. Thanks for fixing it! Karol from Masshuro
  3. I really wish I didn't duplicate the subject by mistake, now it looks a bit overloaded [img]http://public.gamedev.net//public/style_emoticons/default/wink.png[/img]
  4. Hi guys, we would like to announce [url="http://www.neuroarena.com"]Neuroarena[/url] - a fresh and fast online multiplayer real-time strategy with some twists: - there is no installation since the front-end is in Flash - just click "Play Now" on [url="http://www.neuroarena.com"]www.neuroarena.com[/url] to check it out (no registration needed) - there is no collecting of resources, just collect units while fighting! ;) - the game is fast and situation changes rapidly over whole 10 minutes for each fight Multiplayer is fully functional - just go to "Multiplayer" and click on "Fight" which will show you a link. Then, you can either email or IM this link to your friend where he will just click on "Fight", or wait for some other player wanting to fight and the system will connect you automatically. From the technological point of view, we think Neuroarena is the first game service with commercial appeal where core backend is written purely in Common Lisp (not one line of C/C++ used!). Erlang is used for the website and whole community and resource management with persistence. Flash is a visual console on the client. Enjoy, and please let us know what you think! Karol Skocik from Masshuro, independent game company
  5. You should check cl-opengl repo here: http://github.com/3b/cl-opengl there are useful examples, and some tutorials here: http://3bb.cc/tutorials/cl-opengl/ With SBCL - if you stay away from threads (not yet production ready on Windows) if you want both Linux/Windows. Also - for handling objects and input, both http://github.com/patzy/glop and http://github.com/sykopomp/until-it-dies are worth checking (at least for inspiration). I have seen a until-it-dies 3d - with OpenGL backend on github somewhere, but couldn't find it now.
  6. I understand that you already have the 3d-object unfolded right? Then you want to break up the unfolded polygon into convex areas? If that's the case, look here for inspiration: http://valis.cs.uiuc.edu/~sariel/research/CG/applets/convex_decomp/Default.html
  7. On linux for example - some services (like Adobe Flash security mechanism) listens on 843 - ports below 1000. To serve these requests but avoid running as root (or having suid bit set on your server binary) - generally it's security issue, forwarding (prerouting) can be used and everybody is happy.
  8. We made multiplayer RTS here: www.neuroarena.com but it's offline for now. We are working on it to be much better than the first version.
  9. Quote: I personally think that being forced to wander around a empty map in search of the HQ to destroy would be more aggravating than fun, even for the victor. In fact, I can see myself running under house rules that we'd declare victory if all units on one side are destroyed, and ignore the in-game restriction. At the least, it drags out a forgone conclusion, and really adds nothing in return. The counter argument of my friend who I tried to persuade is that: "The player does not know that he destroyed all the opponent entities (fog of war), so the only winning criteria - destroying HQ - is sufficient." Also, my friend thinks, that at the end of the battle - when the victor sees that he killed all entities, but not the HQ - the "victor" would not be pissed off that it's draw, and won't feel robbed of victory, because killing the HQ was the winning criteria. Quote: Really, unless the HQ produces units, and/or can defend itself and provide the losing player with a chance to win, it's not going to be a fun mechanic at all. Weaker players, and new players, will be turned off quickly by being forced to wait several minutes for inevitable doom, while older players will grow bored with the constant searching. ... Quick question: Any chance the HQ can be a mobile / hostile unit, like the Commander in Total Annihilation? That's the only point I see in having to search because even if mostly defeated the losing player can get a little revenge. ... No, HQ is completely passive, can't move, can't produce anything or defend itself. The player can place it at free will (almost) at the beginning of each battle however. Quote: some decisions need to be made early, this is not one of them. You could program both sets of victory conditions into the game and then when you are testing you could decide which is better. You could even leave both sets in the final game and let the players decide which they want to use. That's how we end up, for now.
  10. Quote:Original post by jbadams Suppose we have two friends -- we'll call them Jack and Jill -- playing your game. There are 2 minutes of game time remaining and Jill has destroyed all of Jack's units, but has not encountered and destroyed Jack's HQ, which she must do to win the game. Will it be fun for Jill to search out the HQ? Are there any tools at her disposal to help with this, or clues on the map (tire tracks, footprints, etc.) from Jack's troop movements to help with this? A race against the clock to reach Jack's HQ could potentially be a fun activity for Jill, but it will only feel rewarding if there is some sort of skill involved in doing it; if she is just wandering the unexplored sections of the map randomly she will probably feel cheated if she loses -- especially so if the time remaining after killing all Jack's units is longer -- in Chess a player who loses all pieces other than his King forfeits the game because there is no challenge remaining in hunting it down. Now, what will Jack do while Jill searches for his HQ? Just watching the other player explore will probably get boring very quickly, and bored players will stop playing your game. Unless you can provide something else for Jack to do there isn't any incentive for him to remain in the game whilst Jill tries to claim her victory. Unless the players placed the HQ themselves or have options for trying to hide it there probably won't even be a sense of achievement for Jack if Jill is unable to locate his HQ. That's the line of thinking I had. Forcing the in deed defeated player to watch passively whether the in deed winner finds the HQ is just letting the luck/randomness decide whether the better player wins or draws. This could pretty much piss off a winner since he could be robber of victory very easily. And also keep weak players never winning anything in the middle of the high-score list...
  11. Quote:Original post by Dathgale Quote:Original post by neuroarena Is it a wrong game design decision to force the remaining player wander over empty map to locate the HQ, and call him winner after destruction of the lonely, passive HQ? I get the impression you already know the answer to that question. Try asking your friend to explain to you how being forced to kill the HQ of a unitless opponent would improve the game. I tried to write the question neutrally, but you have discovered my preference :) His argument is, that the player with entities should race with the harsh time limit and kill the defenseless HQ to earn the victory. And that, the unitless player should "see", how his tactics before he got wiped out influences the chances of the remaining player to discover the HQ.
  12. Hi, I am working on a next version of our neuroarena game, which is a RTS/tactical and recently we (I and my friend working on this) got into conflict what the winning objective should be. I just want to collect your valuable opinions about this matter. Well, the game does not have a "production chain" - like buildings which produce you army for credits. The army is what you got at the beginning, and what entities you find during the battle and activate/touch them first - then they join you. Also - we have a HQ - the only one building in the game which serves as a radar. Every battle is time bounded to roughly 10 minutes. One of us thinks that winning criteria should be: - all of the opponent's entities destroyed - instant KO, OR - the opponent's HQ destroyed - instant KO (HQ serves as a weak point you need to protect), OR - after time expires, the player who did more damage to opponent wins Another opinion about winning criteria here: - the opponent's HQ destroyed - instant KO (the same) - after time expires, it's draw no matter who got more damage The implication of the second criteria is, that when all of the opponent's entities are destroyed, the one who still has living entities must find and destroy opponent's HQ to win KO, before time expires, otherwise it's a draw even when one player lost all entities. The player who lost all entities is kept in the game, despite the fact there is no way how to intervene in the game any more (the HQ is passive building, does not produce entities). Should the player who kills the opponent's entities win instantly? Is it a wrong game design decision to force the remaining player wander over empty map to locate the HQ, and call him winner after destruction of the lonely, passive HQ? Thanks for any opinions! Karol (from neuroarena)