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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.

FiVeTeN

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  1. I am currently working on an HTML5 game and need some ideas on the most viable business model I should use to monetize. The game is a single player game which has potential for being split up into DLC.  It is being developed with both mobile and desktop in mind; the controls / mechanics work well on both.  I have no desire to take the "sell my game license to someone" approach.     I am going to be honest and say that my game isn't amazing or ground breaking, but it is a solid game with potentially a lot of replay value.  It will probably take me a couple months of hard work to finish.  Because this is the first game I am trying to monetize, I would say my goal is to make $10,000 (a hopefully realistic goal for a first game).  I have read a lot of the articles on this link at http://www.pixelprospector.com/the-big-list-of-indie-game-business/, but not many of the address actually statistics comparing the different methods.   These are the main options I have read about and would be interested in using: Create a portal / website which has my game(s) and ads   Sell game directly using either the chrome app store or make my own account / billing system using paypal   Sell in game content using a in-game credit system   Freemium approach (this is where the DLC might come into play)   Ask for donations.   Keep browser version free, but port to mobile app using http://phonegap.com/   Here are my thoughts on each:   A portal can allow for a constant monthly stream of revenue generated via ads.  Because I don't many games to place on my portal, this revenue would be slim-to-none.  On the plus side, a free game has potential to become popular much easier than a game one must buy.  Unfortunately, this approach might make my fan-base undesirable.  I rather have 50 dedicated monthly players than 10,000 random players who only play my game once.  I could always fall back on this approach if my game is a flop.  Bottom line:  Making money off ads is hard from what I read, and my fan-base has potential to become a bunch of little kids looking for a free game to play.   Selling the game directly would assure the fan-base is dedicated, or at least "more" dedicated than, the free-to-play fan-base.  There has been a couple successful games such as Don't Starve (I think it is HTML5) on the Chrome Web Store and they seem to be doing well, especially for being in beta.  They also released on Steam which helps a lot.  This approach would also guarantee me revenue even if someone doesn't "like" the game.  All I need is for them to buy it once.  Using the Chrome Web Store might also be good because many people are lazy and reluctant to take out their credit card to buy a game on some random website they have never seen before.  Unfortunately, this approach would require me to spend a lot more time marketing my game both before and after release in comparison to a free-to-play game.  Bottom line: This approach seems like it would work best for my needs.   In game content seems to work best in MMO games, not single player games.  Correct me if I am wrong though.   Freemium might increase my potential fan-base due to the fact that there is free content.  This would make marketing a little easier on me.  I could then sell an upgraded game / content (more weapons, more zones, more enemies, etc) for a premium.  I read an article about how DLC worked well for their game.  Bottom line: This approach might be beneficial since this is my first game; free marketing and potential for making money.   I feel this has only really worked on dwarf fortress, but again correct me if I am wrong.   Free marketing while potentially making money on mobile market.  Although, I hear the mobile market is a very competitive market.  I feel like if I put in a lot of hard work into my game, keeping the browser free is selling my game short.   I feel like there are large trade offs between each of these methods and I am not sure which one would work best.  I know the best thing I should do is just "try one" since this is my first attempt to monetize off a game, but I rather get feedback from someone who has been successful or failed with one of these approaches with their browser game.    If someone that could post actual statistics on the revenue of their game and what approach they choose to follow, it would be awesome.  But if those statistics are not available, any feedback would be great!   Hopefully I didn't ramble too much.  There is so much I don't know and don't know how to figure it all out =P.
  2. So you mean you split your 3D world into sections (points), and depending on what section you are in, display a different cube map / sphere map?  What would be different in each cube map?  Would buildings appear closer / further depending on what point you are at? Is the player inside a city or on the outskirts of the city? Half life 2 does a decent job at creating their 3D skybox.  They have a low res and poly count 3D skybox which they render in addition to the original 3D scene which doesn't seem to be a massive issue.  Depending on the distance the player is from the building in the 3D skybox, you could just increase/decrease the resolution of the buildings. I doubt rending a bunch of rectangular prisms (8 vertices, 6 faces) with a low resolution texture can be that graphically intensive when many modern games have player models with thousands of faces to render.   I would say that there are already elegant solutions to 3D skyboxs, so read up on a couple engines which use large worlds (maybe other 3D mmo games?).     Note that I am not that educated with 3D, but I am curious to how this would work compared to the typical methods.
  3. Here is a quick explanation of insertion.  Try to figure out delete by following the same process in the figure:       To sum it up, the loop increments curr and sets prev to the last node you were at.  Once we found the optimal insertion location, when x is less than curr, we insert it by rearranging the pointers on each of the list nodes.  We need the new node, lets say Y, to be placed between 5 and 184; therefore, we need to set the next of the Y to curr, and the next of prev to Y.   Note that there is one other case which we must check for: if the list is empty (either curr == null or prev == null), we assign head to this new node Y. Another instance which might be confusing will be when Y needs to be inserted at the end of the list.  Since curr will be null, Y's next is set to null, and the prev is set to Y.  Hope this helps!
  4. I am going to go ahead and paste my code, then ask some questions about it. public class Paddle { public static final int SPEED = 5; public static final int WIDTH = 30; public static final int HEIGHT = 100; //The paddle itself and dimensons private Rectangle paddle; //the collidable screen private Rectangle windowRect; public Paddle(Rectangle windowRect){ this.paddle = new Rectangle(0, 0, WIDTH, HEIGHT); this.windowRect = windowRect; } public void moveUp(){ // Move the paddle paddle.translate(0, (-1)*SPEED); // if paddle went off screen, move it back if (!windowRect.contains(paddle)){ paddle.translate(0, SPEED); } } public void moveDown(){ // Move the paddle paddle.translate(0, SPEED); // if paddle went off screen, move it back if (!windowRect.contains(paddle)){ paddle.translate(0, (-1)*SPEED); } } //Called from GameManager public void update(long elapsedTime) { } //Called from GameManager public void draw(Graphics2D g){ g.setColor(Color.red); g.fillRect(paddle.x, paddle.y, paddle.width, paddle.height); } } My questions are: What is the best way to handle collision? Right now, as you can see, I just passed a Rectangle into the constructor. But, what if I want more objects to test for collisions? Would I pass every single object into the Paddle class? Or should I just have some static data structure which holds all the collidable objects in my GameManager (The main class which holds objects and what not). Or should i have a reference to GameManager inside each GameObject so that i can grab other objects when needed. This is the main design issue im confused about. Also, are methods like moveUp and moveDown better than just doing a getRectangle and editing the values of the rectangle from the GameManager? I am pretty much asking for any feedback on how to improve my class designs.
  5. Alright, I think I fixed it now. Thank you =)
  6. I have tried loading Images into my applet many different ways. - java.awt.Toolkit.getDefaultToolkit().createImage("box.jpg"); - getImage(getDocumentBase(), "box.jpg"); - new ImageIcon("box.jpg").getImage() The only thing that actually ends ups loading is getImage(getDocumentBase...) Any clue as of why the other methods are not working at all? I have also tried loading in different types of images. I am trying to draw each one with g.drawImage(box, 0, 0, this) and with the ImageObserver being null, but still only the image loaded by getImage works.