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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 Jarwulf

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  1.     The only people who believe theres a shortage of 'STEM' workers are the guys that don't work there. Sure there are 'STEM' fields where you can more easily get a job than other industries ie CompSci vs Renaissance Studies. But its nowhere near the golden fields of opportunity fallow of workers the politicians and ceos like to whine about. Even CompSci has severe challenges of outsourcing, overwork, and stability while many other disciplines like BioSci are overcrowded with Medschool washouts and is 50% forsaken grad students/postdocs toiling on the plantation. We could argue that we need science till the cows come home but the fact remains that society does a lot to pump up STEM at school but virtually abandons students by the time they graduate. At least with Humanities you don't have the talking heads pushing disinterested women, minorities, and h1bs into an already saturated market at the same time.
  2.   What sort of genetic algorithm? What do you want to evolve? In the somewhat literal sense the creatures series has simplified genetics. I'm not sure how A* which is primarily used for pathfinding would fit into this.   My idea is to create a 2d game in which the human player will have to reach a destination, but there will be some obstacles and some computer bots that will try to hunt and catch you. And now i am thinking of how to make the bots learn from their experience or include some sort of genetic algorithm        random small changes. highest score for capture. Probably should make the player automated too unless you want to manually 'evolve' your bots.
  3.   What sort of genetic algorithm? What do you want to evolve? In the somewhat literal sense the creatures series has simplified genetics. I'm not sure how A* which is primarily used for pathfinding would fit into this. I suppose you could have entities which start out using A* and then see if you can select for more effective pathfinding by making the algorithm mutatable.
  4. Not a 'professional' but I dabble in programming and 2d and 3d. Short answer, for basic and decent, 2d is definitely easier. There is a reason why most of the indie games are in 2d. Yes 3d has some reusablity advantages but this will mostly only be relevant in advanced high volume situations. The pipeline for decent 3d is much more complicated. Modeling->texturing->rigging etc vs create a sprite sheet. And the engine and integration issues for 3d will also be more complicated. Don't discount that 3d software is infamous for either being underpowered or a major PITA, often doing things in nonintuitive ways. Illustrator and photoshop although not the simplest software is miles ahead in usability and simplicity than autodesk bloatware.
  5.     Not the world's greatest expert but this doesn't sound completely right. They didn't ask about learning to program an engine they asked about making a game.. Strictly speaking you don't need to learn any of what you just listed to make a game.       If you are just interested in making a game focus on making a game and don't get too wrapped up in making an engine. If you're using Dear Esther as your reference point I'd say a bigger problem would be creating assets. It would be straightforward to create a world with an engine like Ogre or Unity3D combined with some competent Scenebuilder and physics engine. In fact Ogre has a Demo which is basically the core of what you need (ie camera moving around a void with objects scattered about). Anyways   Basic programming: Needed   Graphics and sound engines: needed unless you want to build it from scratch.   C++: Not necessarily needed. It helps with more complicated games and elaborate tasks and is the standard for mainstream commercial titles but other simpler languages are used or often preferred by beginners. For Ogre though you will be working with C++.   OpenGL: Not needed unless you want to be a graphics programmer. Your engine will take care of most everything.   Fancy math: not needed, just have a good grasp of college level math and you should be fine for nonexotic tasks.   Graphics program: For a decent Dear Esther clone be prepared to either do a lot of searching on the internet or for you or someone working with you to crack open and learn your way around copy of photoshop and a 3d graphics editor. Good luck with that. 3d graphics programs like Maya are harder to learn than programming IMO.
  6.     Tropico is isometric and can be rotated simcity 4 is a limited 3d approach that approximates isometric. Never played railroad tycoon.
  7. Hi, never bothered much with memory management in C++ except when it was already in the code. I simply write my variables array etc without worrying about all that deallocating allocating stuff. I'm having a little bit of an issue understanding when it is necessary and when it is not. Now supposedly smart pointers are supposed to a handy blanket solution to C++ memory issues so that you don't have worry about anything else besides them right? Can somebody point me to some easy to understand samples of smart pointers specifically aimed toward someone who's trying to understand when they're necessary?
  8.   I see plenty of examples with simple stuff like arrays but I don't really see examples of how std:sort can work on arranging rows of a big input file let alone arranging them based on the value of a specific column in a predefined order ie (Z, X, A, B) .
  9. Hi, does anyone know of a C++ sort algorithm or library that can take input of a bunch of rows and sort rows by an arbitrary defined order of such as   ie sort rows by first column in this order (boba bobc bobe bobx) etc?
  10. Hi, I ran across this line in a perl file   system ("awk \'\$1 == \"$label\" && \$3 <= $apex && \$4 >= $apex\{print\}\' $reference >temp_marker_$name") ==0 or die "$0 failed to awk"; Does anyone have an idea of what its doing? It seems to be printing out if some comparisons are met is as far as I figure.   Also what is with a variable name like temp_marker_$name? Aren't scalar variables supposed to start with $ and not have them in the middle? What is the purpose of the slashes in the awk command?
  11.     What is a windows way to replicate the same functionality of the line? Thanks
  12. hi, I'm having trouble running a perl script in both windows 7 and ubuntu in windows when I try to run it it states the input file is specified twice in ubuntu it claims it can't find the input file to open even though its in the same directory as the pl file I'm running. here is the code up to the error point which occurs around the system function. #!/usr/bin/perl use strict; use warnings; use File::Spec; my $inputFile = $ARGV[0]; my $backgroudFile = $ARGV[1]; #get name of the tester file and set it as the current working directory my ($inputFileVolume,$inputFileDir,$name) = File::Spec->splitpath($inputFile); my @workingDirArr = ($inputFileVolume,$inputFileDir); my $workingDir = File::Spec->catdir(@workingDirArr); chdir $workingDir or die "$0 failed to chdir to working dir $workingDir"; system ("sort -k 1,1 -k 4n -T $workingDir $name >tempLoc_$name")==0 or die "$0 failed to sort $name"; open (NAM, "tempLoc_$name") or die "$0 failed to open file tempLoc_$name";
  13. my ($bumpFileVolume,$bumpFileDir,$name) = File::Spec->splitpath($bumpFile); my @workDirArr = ($bumpFileVolume,$bumpFileDir); my $workDir = File::Spec->catdir(@workDirArr); chdir $workDir or die "$0 failed to chdir to working dir $workDir"; system ("sort -k 1,1 -k 4n -T $workDir $name >tempLoc_$name")==0 or die "$0 failed to sort $name"; open (BRK, "tempLoc_$name") or die "$0 failed to open file tempLoc_$name"; open (OUTTWO, ">loc_analyze_$name") or die "$0 failed to open file loc_analyze_$name";     I'm a little confused as to whats happening here. What does it mean to create the variable $name attach it to the file I assume is $bumpfile and then use in as the part of loc_analyze_$name? Are they creating a new file or simply opening up an old one?
  14. Hi, I was wondering if this code is splitting what I think its splitting   #LINE: while (@bumps){ LINE: while (<FIL>) { my $line2 = $_; chomp $line2; my @parts = split; my $rom_ref = $parts[0]; my $signal = $parts[1]; I'm assuming the array parts is from FIL being split. Is this correct?
  15. [quote name='Álvaro' timestamp='1347865788' post='4980798'] I wonder if film-making forums get posts from people that don't know anything about film-making but want to make a movie like Iron Man 2, and want to know where to start. [/quote] I guess we now understand why the bearded executives think programmers are being babies when they complain about work schedules and crunch time. The public must think developers have it on Easy Street if they believe some kid can browse a website for a few hours and type themselves up a WOW killer or photoshop clone.