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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 want to take a shot at this. One, to try and help, and two, to be corrected if I'm wrong since I still consider myself a novice. When I think of FSMs, I think of things like the previous posters have said, but I wanted to try and give a different visual to help you (hopefully not confuse you). For example, this is one path a user could take in a FSM: [color=#008000][b]Splash Screen -> Main Menu -> MultiPlayer Menu -> Find Room -> Game Begins -> Pause (Player Quits) -> Multiplayer Menu (Player backs out) -> Menu Menu -> and so on. [/b][/color] Now, Iride said something in his first post about a state having a subset. So, I will give you an example of some states I believe could have subsets, and those states would manage their own subsets. [b][u]Subset 1: Main Menu (Which, remember, is being managed by some other FSM)[/u][/b] [color=#b22222][b]Main -> Options (Player goes back) -> Main -> Help [/b][/color][b](Player goes back)[/b][color=#B22222][b] -> Main -> Multiplayer is clicked[/b][/color], which effects the manager taking care of Main Menu (My above FSM in bold-green). [color=#008000][b]MultiPlayer Menu -> Find Room -> Game Begins -> Pause[/b][/color] Maybe the pause menu can have its own FSM? So, that is my answer. I tend to think of FSMs as managers, and I usually give them that type of name (StateManager, MenuManager, etc). I hope I was able to help. If anyone thinks I don't know what I'm talking about, please correct me as it's always fun to learn!
  2. When you put resizeble inside the setvideomode() function, does it automatically set the new width and height of your screen variables?
  3. TY
  4. Is it better to build a 3D camera using SDL or openGL?
  5. When if comes to graphics, OpenGL is the way to go right? Window management, audio, etc... thats when SDL should come in?
  6. Does anyone out there know of book that has you work with openGL and SDL? Or do I need to buy two separate books? Thanks! - Austin
  7. So a friend and I want to start working on a game for a portfolio some day. He likes working on linux and I prefer Windows, althought we can both work on both OS's. But I've heard that most Game Devs like to work with Windows. If we use openGL and SDL which can be installed on both OS's will the code be able to compile cleanly on either OS, or will modifications still be necessary? If so, can you explain why? Thanks!
  8. I dont know which one to go with. SFML seems to have a more active community but for some reason Haff's Game Engine seems like it is easier. Can someone explain what a 'game engine' is and a 'mulimedia library'? Pros and cons maybe. Which would you choose as a person who only has a few C++ classes under their belt and no game programming experience? Thanks! EDIT: http://hge.relishgames.com/index.html http://www.sfml-dev.org/index.php
  9. Well I was thinking of going wth 2D since it may be a bit easier cuz you dont have to worry about your z coords. Does anyone have an engine you think would be good to get going with? Do I need 'middleware libraries'? I'm not too sure what they are EXACTLY. And one last problem is I just dont know what 'engines' consist of. pre-defined functions or what? I've tryed looking for articles on engines, middleware, etc. bbut nothing really comes up to explain everything to a noob. Thanks for all of your answers so far. I appreciate them! I was about to TRY and start installing openGL and GLUT.
  10. Would it help with my C++ knowledge at all in the future? I've taken some C++ classes already and C++ is he language that my major is focusing on. C++ is my main focus and what most game devs seem to want.
  11. I want to learn how to develop games in C++, but the only site I've been able to find that seems like it could get me going is XNA which is C#. Would you guys thinks its best to go with XNA first, learn how a game should/could be created, or just go with C++ and figure everything out? Thanks!
  12. I'd rather have children watch a speech from the president and be given an assignment than a lame kids book be read to them... I live in California and I'm especially tired of our educational system. ITS HORRIBLE, plain and simple. So if the president wants to try and get kids going on the first day of school, let him.
  13. I've done XNA tuts before, I just figured (even though my guess is an inexperienced one) that more game devs would be using C++ so I wanted to get more into that. I don't NEED to start right away, it just would be nice. I've already taken some C++ classes, but not many. I have gone through Data Structures though. How do you guys/gals think I should dive into this? What downloads should I make, etc. I'm going to be using MSVS '08, if that makes a difference.
  14. So... I'm majoring in computer science but the university I'm attending doesn't deal with game dev much and the classes they do have are POORLY taught. So I've decided I would like to give this a go on my own (when I have time). Before I begin, what do you feel I need to know? Do I need to know openGL inside and out? And also, were do I even start!? I know you can't just throw an image on the screen right away and make it move or just sit there. I've been looking around but I just can't find out the answer on just where to start. If anyone could answer these qustions I would appreciate it very much! And if you have extra info. or links you would like to toss in, that would be great also.
  15. C++ is a commonly used language, as far as I know, for game development. You need to learn it to be a good programmer and before you begin to get into game dev I think you should atleast be somewhat comfortable with the data structures of C++ using the STL. C# is also a commonly used language for game dev but I think its used mainly for XBox which isn't bad, but it is different that C++ and they both have their +'s and -'s. So its really up to you. The XNA Creators Club is a great place to learn C#. They give you their own pre written libraries, many tuts, and I think they have their own forum (I never used it). But, you also have OpenGL which is good way to learn game dev in C++ because this is also free and works on windows and linux. Good luck with everything! I'm barely getting into game dev as well so if anyone sees that my information is incorrect then by all means quote it and correct it. - Austin