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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.

Amadeus H

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  1.   I'm sorry, but the community managers/support you likely chatted with knows as much of the corporate insights of Zynga as the teenager flipping burgers at McDonalds know about their global strategy. Like it has been said before, the community managers for your game was likely as unaware as you were about being shut down.   Authors stops publishing sequels, TV channels go to their eternal slumber and movie corporations cease to exist. Just like games naturally stop existing. I think this whole thread just ooze of an unhealthy addiction, and the only reasonable solution is to move on.
  2. Just to share some personal experience.   I applied to an AAA-studio for a job specifying that you should have good knowledge in C#. They contacted me and wanted me to write a demo project with their specifications - which should be coded in C++.   So I've found that even if the job ad doesn't say C++, it's safe to say you better know that too.   Cheers, Amadeus
  3. Any framework, poorly implemented, will result in convoluted and messy code. Properly implemented MVC should be fine for a text-based game. What matters more is what you feel works best/makes you more efficient/best fit for the language you use (MVVM for C# for example).   Perhaps it would be better to look at the solution you arrived at with MVC to pinpoint what could improve, instead of changing it completely.
  4. To share some recent experience!   We did some user testing when implementing an installation bootstrapper (installing tons of big packages) last autumn, and when there was both a normal progress bar and a spinning wheel at the side the users felt that the installation was faster than with just a normal progress bar. And a lot faster than only a spinning wheel. The worst user experience though came from the indeterminete progress bar though, which is interesting because it's as useless as the spinning wheel. But maybe not as pretty!
  5. Obligatory XKCD:  
  6. Maybe I'm alone in this, but a secret guilty pleasure of mine was Blitzball in Final Fantasy X. Very simple rules, a bit like handball underwater. Enclosed area, RPG "combat" throws and defence. Missing a bit of tactic, but I liked it.
  7. I'd play an IT-Support Manager kind of game. Think the IT-Crowd with all its crazy humor included.
  8. I think the Crusader Kings (2) is a better example to use than Total War for the politics. Perhaps some parts of it can be implemented in a cave man setting. I'd suggest looking into it too! All important persons (in your case: the cave men) have their own personal ambitions and goals (get wealthy, become leader etc.). The counties, duchies and kingdoms (in your case: the tribes) have their own goals (reclaim lost territory, form a kingdom etc.). Let the backstabbing commence!
  9. Why limit yourself to one option. Provide: A link to a video showing the game A link to the source code (added bonus: instructions how to build it themselves) A link to the binaries Also, don't use assets you're not allowed to use. There's plenty free, and where there's not your own placeholders are fine.
  10. Just wanted to comment that this series was very nice. I hope you continue it in more topics!
  11.   In my own opinion, I don't really think it's a question of can, but wants to.
  12. Almost a year ago Jeff Atwood gave compelling arguments of why not to learn to code. Our school offered optional coding classes, which I took and I think was nice. I don't think it needs to be integrated into the standard line of classes though.
  13.   I wish I could follow this. But here's the real process. I spot a bug. I report a bug. Someone else ("release manager/coordinator") has assign the bug to (hopefully) me. I come up with a suggested fix. A senior dev/architect accepts the fix. I apply the fix. The fix is code reviewed. The fix is tested during next scheduled system test. Bug is fixed.
  14. I should never have digged through this part of the code base. In a function (EstimateTime), a background thread with a while(true) loop (terminated using Abort() -- yeah, Abort), at the end I found this comment:   Thread.Sleep(500); // Estimate time every 5 seconds.   Yeah, that's not how milliseconds work. And why not use the built in C# class Timer?   I don't know. I give up.
  15. There I was, all alone - in debugging hell.   Why was our GUI not able to display the required disk space that was needed? Why was it showing 0?! And why did our unit tests of the FileManager all shine of vibrant green?!   I started deep in the mounts of what our prophets label the business layer -- it was correctly calculating the bytes based on the file sizes.   I continued upward towards the swamp-like territory of the GUI-people. There I stood. Face to face, with...   int gb = (int)fileManager.RequiredDiskSpace / 1024 / 1024 / 1024;