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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. Are you just looking to volunteer for something to get some experience? If so, I would recommend contributing to libre games, like the ones here: http://libregamewiki.org You mentioned RPGs. I know of two projects you might be interested in that could use the help: Naev, which is a sandbox space game inspired by Escape Velocity, and Freedroid RPG, which is an RPG that I've heard is similar to Diablo. Naev, especially, is so huge that it probably can never be finished unless a lot of people help out. But there are others that I am unfamiliar with as well.
  2. I suggest you downgrade to something realistic. Like Pong. I'm sure you could do Pong.
  3. How exactly are you going to fund this massive undertaking, and why on Earth would someone want to play a simulation of life when they can, you know, just leave the basement and experience it in real life? Plus, why on Earth would a programmer, or anyone for that matter, contribute to your secret UE4 code that is obviously vaporware when they could contribute to one of the dozens of actually functional and freely available libre / open source games? You're not the first person to come up with this idea. There are good reasons why no one follows through with it.
  4. Implementation is more important than what the idea is, and gameplay is more important than story. That's all I can concretely say about this.
  5. C++

    Full disclosure: I made this game, so of course I would think it's well-written: http://retux.nongnu.org I haven't seen the code of FreeDink or Alex the Allegator, and I haven't seen much of the code of Ardentryst, but those might be worth looking at.
  6. I don't think making games to run in Web browsers is the way to go, but if you're going to do so, use JavaScript. No, not everyone has Flash. I don't have Flash. I would suggest just making a regular client/server type multiplayer game where the player gets the client and uses that to connect to the server. Maybe exporting the game in a JavaScript version if you're able to, and that can be the browser-based version. I know Godot Engine supports such an export option, for example.
  7. Or, I could just put that into a game that I'm developing myself, just like I did with Hexoshi. It's exactly the same, or rather, better, since my game doesn't depend on yours. Then maybe you shouldn't present it as your "version of Mario Maker". Mario Maker is a level editor that doesn't involve programming. That's the whole point of it. If all you have is a simple game engine, you've got a whole lot of competition. The market for that is totally saturated. Everyone and their grandma has made their own game engine at this point, including me. The only reason I haven't just switched over to Cocos2d or Godot Engine is because my engine is already production-ready and being used by me, so there's no real point in switching.
  8. Yep, exactly as Kylotan says. Client-side anti-cheat is an example of "security through obscurity" at best. It's not a secure model at all. Of course, the one caveat is that some games don't need anti-cheat at all. Namely, games where cheaters can just be banned on sight, or otherwise would be unable to ruin the game experience. AssaultCube opts to have no cheating prevention, for example; instead, the players can all vote to ban anyone they want out of the game.
  9. Why would I program my own physics from scratch in this? If I want to program, I am perfectly capable of making my own game. The appeal to a game like this is the idea that you can make levels or "games" without having to program. Not that you have to learn a whole new scripting language and code it yourself. Nope. Why would I do that? I don't want to cripple my system like that, and there's no way a game like this is so valuable that I would want to make it the only game running on a computer. That doesn't make it open source. It's not about source code being available. It's also about giving the user permission to modify and redistribute it, so that they can actually use the source code.
  10. You claimed that it was open source. It isn't. That's all I was saying. Are you saying that I'm lying? Because I'm not. I ran francoisdiy.sh. It launched the game in fullscreen, then when I went to leave the game, I was shot back into a text console. I have no idea what happened, but it did, and this isn't something a simple game should be causing. My criticisms are valid, and they are civil. Whether or not you accept them is your decision.
  11. This is even worse in person than on video. Honestly, I have never experienced such unusable platforming physics. Also, this isn't open source. Source code is available, but no open source license is given for it. And, it crashed my graphical environment after I ran it. That's just unreasonable. Overall, you have a ton of work to do.
  12. I don't know about Unity, but id Tech engines are under the GNU GPL, and that does allow you to sell, commercially exploit, whatever. It's just that you need to give anyone who buys it the source code and allow them to modify and redistribute it if they want to as well (though the current common interpretation is that this doesn't have to apply to the game's data, e.g. maps and graphics). I know a lot of people have an aversion to that, but I think it's misplaced. People only share games that they really love, they'll do that even if it's illegal to, and just because someone will download a copy offered by someone else doesn't mean they would have paid for it. Overall, it's not the GPL that's going to destroy your profits; obscurity will do that. Just to give a concrete example, I used to sell copies of ReTux, a game that I developed which has always been under the GNU GPL. I not only permitted sharing through the licensing, I flat-out encouraged it in multiple places; I barely fell short of begging for people to share it. To my knowledge, only one person ever did (someone I know reasonably well who was just trying to be helpful), and no one downloaded that person's copy. I did sell dozens of copies, but clearly no one who bought it found it to be good enough to be worth hosting a torrent on The Pirate Bay, or even just uploading it to a file host. That's how I know the game was a complete and total failure.
  13. Developing a game engine is hard work. It's pretty much always better to use an existing one, and there are several libre FPS engines out there, in particular the various id Software engines (e.g. Darkplaces, used by Xonotic) and the Cube and Cube 2 engines (used by AssaultCube and Red Eclipse). Of course, this doesn't mean that developing a new engine isn't worthwhile, but I honestly can't tell what the purpose of this engine is. What exactly are you trying to do with it?
  14. It could depend on what country you live in. This isn't legal advice and I am not a lawyer, but there's a limit to what copyright can restrict. For example, in the U.S., typefaces categorically cannot be copyrighted (although vector-based font files have been recognized as copyrightable). Additionally, there's the concept of fair use, which isn't universal, but in the U.S. is a quite strong defense. Personally, I would be 100% confident in use of the hair part of that sculpt being fair use, even if it's copyrightable in the first place. Putting the hair from a 3-D model onto an otherwise entirely original face model? That's transformative, and transformativeness is traditionally the biggest factor in determining whether or not a use is fair. And just think about it like a human being for a second: it's obvious that the hair was not the main draw of that concept art. It's a drawing of a person, not a wig. Of course, this is only for the U.S. The U.S. has some of the strongest fair use protections in the world, and some other countries are not so lenient or even downright draconian. If you live outside the U.S., I suggest you start by looking up "fair use" and "fair dealing" laws in your country, try to read up on what is and isn't copyrightable, and contact a lawyer if you are still unsure.
  15. Trademarks are not a kind of copyright. Trademarks and copyrights are legally very different; you shouldn't conflate the two. Trademark law is what is relevant in this case. Now, while I must first mention that I am not a lawyer and this is not legal advice, the thing about trademarks is that their purpose is to prevent confusion of consumers. So, for example, if someone bought a game you made because they saw "Mario" and assumed it was an official Nintendo product, that's a problem. More importantly, if Nintendo's reputation was affected because some crappy game that had nothing to do with Nintendo was labeled as a "Mario" game, that would be a problem. And yes, I do think it's fair to say that "Mario" in certain contexts counts as a trademark which you should keep in mind, because it's such a strong brand that pretty much everyone just immediately thinks of Nintendo when the name "Mario" comes up. However, this doesn't mean you can't reference Nintendo or Mario at all. If you are referencing an actual Nintendo product having something to do with Mario then it would be wrong not to say "Mario" to refer to it. For example, if you're developing a game similar to Super Mario Bros, it would be perfectly appropriate to say that your game is "similar to Super Mario Bros". Take this post, for example. I used the word "Nintendo" several times here. "Nintendo" is a registered trademark. I am not guilty of trademark infringement because I'm using the trademark in this context, because Nintendo is actually what I'm talking about. But if I were to open a Gamedev.net account called "Nintendo", I would be giving the impression that I was running an official Nintendo account, and so that, then, would be trademark infringement. Another example you see all the time in stores: take a look at some of the generic products offered in competition with brand-name products. Often you will see the generic name in big letters, but if you look closely, in smaller print, you will see something like "Compare to [brand name product]" beneath that. It's presented in such a way that no reasonable person could get the impression that it actually is that brand-name product, but informs the customer that the generic product is a competitor to that brand-name product and intended to be similar. Anyway, I hope this post was informative. I want to stress again that I am not a lawyer, and this is not legal advice. (I see you've put up a download link now! It looks like your website is down right now though, so I'll try again later.)