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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 shurcool

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  1. For what it's worth, by now I've found https://github.com/ariya/phantomjs which is somewhat relevant to the task at hand (as is this).   Edit: Err, it told me it wouldn't let me post to an old topic. Being curious and seeing the reply box, I tried to anyway. Sorry, I didn't mean to bump and old thread since that's considered not polite (or so it used to be, I don't know if this has changed lately), but I wanted to avoid the following situation... http://xkcd.com/979/
  2. [quote name='Shippou' timestamp='1350147004' post='4989817'] [b]Unix[/b] % ls foot.c foot.h foot.o toe.c toe.o % rm * .o rm: .o: No such file or directory % ls % [/quote] Omg that is so good! Never realized the danger of an extra space.
  3. I think it's related to the phenomenon described in this article: [url="http://blog.8thlight.com/uncle-bob/2012/04/20/Why-Is-Estimating-So-Hard.html"]http://blog.8thlight...ng-So-Hard.html[/url]
  4. Yesterday's results. [img]http://img62.imageshack.us/img62/4585/imagero.png[/img]
  5. On this topic, I want to share the following very insightful article: http://alarmingdevelopment.org/?p=680 The comments offer a lot of value too. Clearly, a simple live editor is not the be all end all goal, it's just a start. It was very reassuring for me to see a lot of people having similar thoughts about the need to abolish our reliance on files as a tool to organize code. We work with higher level concepts like classes, functions, etc. and I hate being thrown out of the current IDE Another common thought was that the Language by itself is not everything, neither is the IDE on its own. What we should really be focusing is the combination of the two, as that's what the end user (the programmer) uses. So there should be less "programming language designers" and more "programming experience designers". There is also some work to find a better replacement for storing source code as a sequence of plain characters in a text file. For instance, see The Larch Environment video. [media]http://www.youtube.com/watch?v=cURRW6usg2E[/media] Finally, another common thought was that in order for a newer and better system to gain traction, it should offer a smooth conversion path from the existing text/file-based source and tools to the new system, rather than offering a completely stand-alone experience. At least, that's one way to go about it. You'd have to be very daring to try and do everything from scratch; the value offered would have to overweight so much resistance.
  6. I've made a simple live editor for Go. [img]http://img19.imageshack.us/img19/4638/imagesyi.png[/img] Here's a short video of it in action: [media]http://www.youtube.com/watch?v=0msv60-qujs[/media] It's kinda like the Go Playground, except it runs locally (hence no restrictions on what you can do) and shows program output as you make changes to source code (no need to press any buttons). The project source code is located at: [url="https://github.com/shurcooL/Conception/tree/simple-live-editor"]https://github.com/s...ple-live-editor[/url] I've made a binary for OS X (hopefully it works on 10.7+): [url="https://github.com/downloads/shurcooL/Conception/Go%20Live%20Editor.zip"]https://github.com/d...Live Editor.zip[/url] Let me know if it works for you and what you think. Feel free to fork, contribute, etc.
  7. [quote name='slicer4ever' timestamp='1349576503' post='4987558']the problem is how do you quantify a post as "meaniful", you can't give the tools to users, because they well probably abuse it, so you'd need an advance algorithm that can both understand [b]your[/b] interests, as well as the context of posts, and from that, deliever to you what you find most important. this is no easy feat by any means. [/quote] Yes, it's hard. But not impossible. Similarly, things like Google Search and Siri might have seemed impossibly hard some years ago. All you have to really do is simulate the human brain that will be potentially reading a tweet, and see how he/she feels after virtually "having have read" the tweet and see if he/she feels regret for spending the amount of time on it, or joy that he/she hadn't accidentally missed it. Or better yet, simulate the expected life outcome based on having read/not read the tweet and see which potential outcome is better. Since the above accurate solution is hard, you can use estimation and various heuristics... Perhaps see how many seconds people on average spend looking at said tweet (vs. others), how often the author tweets (i.e. rare tweets should probably be valued more than very common ones), whether it's a reply to someone, a very highly retweeted tweet... and I'm sure there are more indicators that differentiate high quality, valuable tweets vs. the mundane ones. Just off the top of my head...
  8. [quote name='tstrimple' timestamp='1349548820' post='4987476'] I think part of the problem is following too many people and being afraid to unfollow some. I'm following 21 people currently, and if their signal : noise ratio gets bad, I'll unfollow. [/quote] This is a great bandaid solution. But it doesn't solve the problem that if there are only 2 people in the world you want to follow, and one tweets 20 things per day while the other tweets 1 per month, if u only read 25% of your tweets you have 99% chance of seeing things from person A and 1% chance of seeing things from person B.
  9. [quote name='Shippou' timestamp='1349550933' post='4987483']Seriously, why do I want to know every action or philosophic notion, some one has ? [/quote] I want that, because I find that great developers are very inspiring, they push me to work harder. I want to know what they're doing and their thoughts on stuff. People like John Carmack, notch, Tom Preston-Werner, Jonathan Blow, Michal Marcinkowski, Chris Granger, Paul Graham, Glenn Fiedler, Kael Rowan, Dustin Curtis, Cody Krieger, Bret Victor, Robert Pelloni, David Rosen (of Wolfire/Humble Indie Bundle fame) are my favourites because I have similar interests and goals as them. If Albert Einstein were alive today, I would definitely follow him because I'd want to know what's he up to.
  10. I used Twitter as a clear example of the problem where all entries have the same display prominence, resulting in high-value entries being underrepresented and low-value content taking up too much (visual and temporal) space. But a general solution to this could be applied to anything: news, rss feeds, email, phone calls, text messages, etc. etc. Also, you should follow me on Twitter here. [twitter]shurcooL[/twitter]
  11. It kind of bothers me that all tweets have approximately the same level of prominence. So when I don't check my feed for 2 days and then I have like 50 unread tweets, I end up skimming them instead of reading each one, and a tweet like this: https://twitter.com/worrydream/status/251023511659896832 Does not in any way stand out over other much less significant tweets like these: https://twitter.com/peteburtis/status/251171946648178688 So I might miss the former almost life-changing tweet in the sea of 20-30 tweets similar to the latter. I follow people who say interesting things, but some of them say 1 thing per week, while others say 10 per day. This means I end up missing things from the ones who talk less. Is there anything that can be/is being done about this? I know it's a hard problem to figure out which tweets deserve to be highlighted, but a hard problem doesn't mean it shouldn't be attempted.
  12. Tom Preston-Werner mentions the MIT licence in this [url="http://tom.preston-werner.com/2011/11/22/open-source-everything.html"]blog post[/url] too. That's reassuring.
  13. I suppose if one is writing open source software, there should be some licence attached, right? I'm not too good with the legal matters, nor do I want to spend much effort on getting better. Most of the ones I've seen have complex and lengthy documents, making it hard to understand them and choose the best one. What I want in a licence is one that basically says two things: [b]1. You may do anything with this project that benefits the human race as a whole.[/b] [b]2. You may NOT do anything with this project that detracts from the human race as a whole.[/b] I know it's not advisable to write your own licence (especially when you have no law knowledge) cuz it'll probably backfire and not do its intended purpose... But is there any licence that basically says that? I would put my projects in public domain or the [url="http://en.wikipedia.org/wiki/WTFPL"]http://en.wikipedia.org/wiki/WTFPL[/url] licence, but I think the problem with that is someone can take it, and change the licence, change the attributions, and make it closed source, then sue you for working on it. This would be disallowed by my licence above, because it may benefit one person/company by 1000 points, but each other person on the planet losing 1 point would outweigh it. However, making the source closed source but putting in 10x times the effort that the open source community was putting into it and making the product better would be allowed. Basically, the formula for net benefit change is: sum of(benefit change each human). If it goes up, it's good. If it goes down, you can't do it. I don't know how to handle the fact it's not exact science (and the expected outcome may not occur). P.S. If's not clear already, I don't care about getting compensated in the traditional ways from my projects... I'll accept donations and such, but I won't prevent anyone from downloading/using my tools by forcing them to pay up front. At the same time, I'd love to get help working on stuff from like-minded people (if any exist).
  14. In the case of FPS game AI, I think having AI that is very stupid in terms of tactics and navigation, but has "perfect" shooting skills and never misses is not fun. OTOH, have the most advanced AI but give him very poor aim. If it's so smart, it will realize it can't win by "outgunning" you, and will have to resort to other ideas like trying to flank you or whatnot. I think that'd be a fun AI to play with.
  15. [quote name='slayemin' timestamp='1347806500' post='4980633'] There's an unrealized issue here: "Perfect" AI is not fun. Play Quake3 with Xero on nightmare difficulty on the last level. He's pretty much a near perfect aim bot with a rail gun who will one-shot you just about every time. It's only possible to beat him because he's not "perfect". If he was perfect, he'd be impossible to beat.[/quote] You're right. It's because optimizing the AI to be as good as possible at the game is not fun for players, because today most AI can be made to be much stronger than any human player (in FPS games, chess, strategy games, etc.). Instead of having the AI optimize for the goal of "play the game as strong as possible", what if its goal was [b]"play the game in such a way, that the human player playing it has the most fun."[/b] That's much harder, yes. The AI algorithms would need to make use of human psychology knowledge and such, but the end result might be better. One example where I remember a weak point of AI was when playing one of Assassin's Creed games. Near water, the AI was chasing me, and many of them ended up jumping into water and dying. It was very sad. If the AI had predicted the results of its actions, it would've seen that "jumping forward" would result in its death, and it probably shouldn't do that.