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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 Spawn_Kcb

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  1. As a follow up of sorts to my last question I have started to write some basic games in C# before moving onto...well other things.   Like most people tell you start with simple games you know you can finish and shouldn't take to much time.   So, yesterday afternoon I wrote Space Invaders.I should point out I used my own solution instead of googling how it "Should be done". With that in mind two questions arose while I was working on collision detection.   1)I have a collection of "Enemy" objects that I check each iteration of the game loop to make sure the bullet hasn't collided with any of them. However, I just can't shake the feeling that there must be a better way than looping through them all and going "Has the bullet hit this one?".    2)Once the bullet has struck said "Enemy" object it removes it from the collection and the game carries on. How should I handle the "Explosion"? Without having to slow/stop the game while the "Boom" runs.    As I said these might not be valid questions if you where using the proper "Space Invaders" implementation but they way I work I am never going to learn typing in someone else's code...or at least not quickly anyway :-)   Thanks again for the help.   Kevin
  2. Hey All,   I am looking for some advice/help. A lot of advice/help actually. I am commercial application developer with going on five years .NET experience and a degree in software engineering, however I have as yet had little to do with games development outside of a couple of hobby projects.    I am beginning to find my current day job, put simply, unfulfilling and am looking to move into game development. At first as a hobby but with an eye towards changing professional tract down the road.    So I sat down this morning and wrote out a list titled "Sh*t I didn't know!" and then spent the entire day rolling it around in my head and working out how to turn it into a series of (Hopefully simple) questions.   Here goes....   Is there a "Solid" book  or resource on Game Architecture? I am not to fussed on the language but something that talks about the underpinnings and structure of programming games. I learned my craft in C++ and Java but I was wondering about advice on languages? Should it really be all that much of an issue? I would guess that the "Lower level" the language the better performance you are going to get out of it but beyond that what are the main reasons for choosing something like C++ over say Python? Unity (Or other Game Making Tools), on the one hand I am not a big fan of such things and think I could learn far more by coding from scratch but on the other hand why bother reinventing the wheel? Are their any distinct advantages to using such tools or does it just come down to time/personal preference and ability? Is it possible to create "Cross Platform" games? I am guessing as long as the language has a "Virtual Machine" like Java or C# then it would be fine? But something written in C++ is not going to run on an Android tablet without a bit of "Smoke and Mirrors" or a complete re-write in Android. What do you do about persistence?  Are game under pinned by databases or is it some kind of flat file system? A combination of both? Or is it just a case of "Right tool for the job"? I am guessing whatever the answer, this is also true of resources such as images and sounds? Much like question 1, is there a "Solid" book on Graphics Programming theory? Is the move from "Application Developer" to "Game Developer" a side step or a giant leap? I am quick study, know how to program already and enjoy what I do in a high level sense, but I don't really know if the gaps in my knowledge are just to big to be "plugged"? Anyone else made the journey? The final question is more or an abstract one and not one I think can really be answered but I wrote it down on my pad so I am putting it on here/out there. In the broadest possible terms, Is there anything obvious that I am not asking? Or "What do I not know that I don't know?" :-) Finally, can I just apologies to any moderators I have upset by posting stupid questions in the wrong place. Anyone who is reading this again on another website as I am cross posting it and of course the obligatory trolls who just like to get upset about things.   As always thanks for all the help.   Kevin    
  3. Thanks for the advice SmkViper. 
  4. Hello All, Another design question here. I am creating enemies in my JRPG and have come to another sticking point.   Namely, do you create a single "Enemy" class and then instantiate objects of that type, then load the respective properties from say a flat file or database like "Bestiary";   enum EnemyType{   Orc = 1; Goblin = 2; Skeleton = 3; DireWolf = 4; Zombie = 5 }   Enemy Orc = new Enemy(EnemyType.Orc); Enemy Zombie = new Zombie(iEnemyType.Zombie);   etc.   Or do you create a different sub-class for each type of enemy, and then hard code the properties for that class?   Or is it just a case of personal preference?    I hope that all makes sense and thanks for the help.   Regards   Kevin
  5. Hello All,   Basically, I am commercial .NET programmer who works on large scale commercial database applications, but I enjoy writing games in my spare time. I am working on a JRPG at the moment but have a couple of questions:   1)What do you do about persistence/Saving Games? Do you write the game state to a DB? Serialize your objects? Or even a flat file?    2)When you write a menu class, would it better to have a generic menu class and pass in the various options etc as a collection of strings or do you hard code them in a inherited class like "MainMenu" with Save, Load etc?   I am no doubt sure I will be back to ask more questions later on but for now thanks for any and all answers I get and apologies to any moderators I have upset by posting this in the wrong place.   Kevin
  6. Quick thing,   Where is a good place to get good and FULL set  Sprite Maps?    I would prefer free but if they are of a high enough quality I would be happy to pay for them.   Basically I am working on a 2d Turn Based/JRPG but a lot less manga and a lot more Dungeons and Dragons.   My code is coming along nicely but I  "have all the artistic talent of a cluster of colourblind hedgehogs... in a bag"    I would ideally be looking for Textures/Scenery/Background, Monsters and some player character sprites.   Can you contact artists looking to have custom sprite sheets made up? (For money.) or is there a site where you can get "Off the shelf" sets as it where.   I have a bit of a Google but nothing is grabbing me.   Thanks for the help and apologies if I am being a full.   Kevin
  7. Hello All, This is going to sound like a REALLY strange post but....   I am a professional C#/VB .NET developer, working with both desktop and web applications, who is looking to brush on up on his Java skills by writing an RPG.   Now I have had a look around, read some tutorials etc. and it all seems fairly straight forward (Building player objects, state machines, basic game loop logic etc.) however, is there somewhere I could look for a GOOD explanation of the big black box that is GRAPHICS.    In my day job I don't really use graphics as such, or if I do they are simply static images for decorative purposes, so I have never really given it much thought. We where never taught about them in any real fashion at University either.   Basically at the moment I have a state machine machine with the various game state classes etc all ready to start testing and building up. I have a JFrame and a extended JPanel to draw on....but I have no idea how I join A to B.   As I said this may sound strange but I am just stumped. This doesn't have to a beginners level tutorial or anything just one with good code samples that show the principles behind the process.   Thanks for the help and apologies if I have put this in the wrong place.   Kevin
  8. Yeah that probably would be a good idea :-) Basically I am trying to write an on-line Role Playing Game. Before I get the "Why you cant write an MMORPG "speech I'm not trying to, honest. Its more akin to a good old fashioned MUD. This game has no graphics, text only and will have a maximum number of six players. Imagine playing an old fashioned text adventure as a party/group instead of by yourself. I am just looking for a way to retain the state of the other locations within the game when the aren't players within them. The way my engine works, is it allows Dungeon Masters (Well me and my mate) to add new locations etc. to the game at will. To plug in new monsters, treasure etc. In essence a infinitely expandable world. With each location, character, item etc being an object. However, the game would pretty much collapse (Or crawl) if every object existed in memory at the same time. So I want the game to load only so much of the dungeon at a time from a central database. This should hopefully keep everything running at a descent speed. This whole project is more a "My freinds and I having fun" than I am going to write the new WOW and become rich. MWHAHAHAHAHAHAHAHAHA! Although it may evolve into the Honours Project for my degree if the code continues to flow like this :-) Thanks for the help and I hope this makes some form of sense.
  9. Hello Again All, Third question. This time I was wondering if anyone had anything good or bad to say on the subject of data persistence? I am currently writing my coding masterpiece in Java, and while the Serializable interface/File Storage does offer a simple yet easily to implement method of storing objects. I know that long term/larger scale I am going to need to look at Database support or some form of XML but (I think) that is nearly the same as File Storage and to be frank......parsing XML is a pain in the arse and I can imagine creating classes/methods to write the files isn't much fun either :-) So at the moment the options open to me are either an SQL relational database or DUM DUM DUM!!!!! The dreaded object relational database. I was just wondering if anyone has any preferences? Thoughts? Random abuse they would like to throw my way :-) I appreciate all the help and support I have received thus far. My little project is fair coming along. I may even have something to show in a couple of weeks. So thank you and later
  10. Thanks guys. I am going to go with my gut and use a hierarchy.......... Its working so far but well I think it may grow rather rapidly...... Here's to hoping.....
  11. Thanks for the replies. I am filling out the various forms etc. to get my Amazon space. I shall let you all know how I got on. Thanks again for the help.
  12. Two threads in two days. Check me. Again, I am not looking for "practical" help as such, opinions/guidance. When implementing a hierarchy, would I be better of creating separate classes (And child classes) for my Hero, Enemies, Treasure etc. Or would it be more practical to just create one large hierarchy with say "Game objects" as the root node and work my way down? Either way, I am thankful for the feedback. Kevin
  13. Hello, I have a simple question, actually it may evolve into many :-) but you have to start somewhere. Can you buy/rent space on a server to run your own game/application like you can a website? When I say "Game" I mean run my code (Not say Call of Duty or Team Fortress, but a game of my own implementation) and allow other players/clients to log in VIA TCP/IP and ports. Or would I need to build my own dedicated server? This isn't a question of performance or practicality just expense :-) Thanks for taking the time to read this email and hopefully reply. Regards