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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 Hodgeka

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  1. I'll definitely check out the UDK. Anybody have any other suggestions?
  2. So I have arranged a team consisting of myself and 3, maybe 4, others. We have been designing a 3D multiplayer battle game with some RPG elements. I'm the head programmer of the project, and I was wondering what others would suggest for languages or engines to use for this type of thing? I'm fairly experienced with C++ and OpenGL, but there are some In-Game UI elements I'm not sure I would be able to program with just C++ and OpenGL. The game will consist of basic polygonal 3D models with no fine detail at first, and basic texturing, until we hire an artist onto the team. The only in-game GUI elements I will really need are a spell bar with drag N drop spell elements, and a simple inventory. So, if you have experience with this type of thing, please make a suggestion. Thanks, Hodgeka
  3. Originally, I thought this would be an easy problem to find a solution to, but after a couple of attempts and some searching around, I am at a loss. Basically what I'm trying to do is load a small bitmap file which has nothing but a single black curve on a white background. I want to use the y-values of the black pixels along the curve contained in the bitmap file to generate heights for a series of objects in my program. The problem I am having is finding a way to read in the pixel data from my bitmap file. I want to use only the OpenGL API to do this for now. Any suggestions/tips? Thanks, Hodgeka
  4. OpenGL

    [quote name='smasherprog' timestamp='1320159007' post='4879251'] [quote name='Hodgeka' timestamp='1320156854' post='4879242'] Many people have suggested cegui and qt to me. Do any of you have experience with these? What would you suggest? [/quote] Both of those UI's are fine, but both are extremely bloated and quite involved in order to actually get running. AntTweakbar is extremely simple (literally 5 lines of code can get you started) and powerful as a value (number) editor. The down side to antweakbar is that its rendering is slow and it uses alot of CPU time. GWEN is a great UI because it is simple and contains alot of functionality, check it out at [url="http://code.google.com/p/gwen/"]http://code.google.com/p/gwen/[/url] [/quote] Thanks for the suggestion! I got gwen up and running last night, and it seems like it will be able to do everything that I need as of now. =D
  5. OpenGL

    Many people have suggested cegui and qt to me. Do any of you have experience with these? What would you suggest?
  6. OpenGL

    Wow, thanks Haegarr that is pretty much exactly what I was looking for! I'm still curious about common GUI solutions though. What would I want to do for an in-game UI?
  7. OpenGL

    Thanks for the responses! I'll check out the boxes project. I don't know much about web design, so I'm not sure about berkelium. How viable is writing my own GUI? Are there common approaches to GUI with OpenGL?
  8. Hi, I havea basic particle system written with OpenGL and glut using c++. I want to implement a basic GUI over it for real-time editing of variables that effect the particle system. How would you suggest doing this? (what libraries, etc)
  9. Thanks for the responses! Will skills in 3dsMax be transferable to blender? Also I still have the question If these are skills I will be able to be pick up on the side line during my school year?
  10. OpenGL

    Thanks for the suggestions guys! You were alot of help to me! =D
  11. Hi, I have a basic RPG game coded with C++ and OpenGL, but currently I have no character models. As of now my characters are rendered as different geometric primitives. I want to create some custom character models for my game using 3dsMax, but I have no experience with character animation or modeling. Art is a passion of mine, and I would find it fulfilling to create character models myself for small projects. This leads me to ask 2 questions: 1. ) Is it a realistic possibility to learn 3dsMax character modeling and animation on the side ( I am in College, and work a part-time job) as a hobby, or should I just find an artist or use free models for my game for now? 2. ) If it is a realistic possibility, what kind of hours would I need to put in to be able to create a basic 3D Character Model and create different animations for it ? ( spell-casting, running, etc) Thanks, Hodgeka
  12. OpenGL

    Any reason you recommend Maya? I don't currently have access to Maya but if it is a necessary solution I'd be willing to give it a shot.
  13. Hey all, I have a basic 3D rpg style type game set up and I am to the point where I have some cubes that can move around a basic scene ( some primitive objects ) , and act on each other. It has basic AI and some attack abilities. [u] I want to turn these cubes into 3D models with movement animations( walking, spellcasting, etc). [/u] What would be the best way to go about this? What are my options? I have access to programs such as Blender and 3DS max. Should I do the 3D modeling and animations in these programs, and export them to a file, and somehow import them into OpenGL? Thanks ahead of time, Hodgeka
  14. Thanks for the suggestion: With implementing the solution this way, in the future, would I be able to make the animals communicate with one another? Right now I want some basic functionality , such as the animals being able to move, and when an animal moves, I dont want it to walk through another animal. I was thinking that when an animal moves it would talk to the map object, ask it if there is an animal in the path of where it wants to move, and if not, the map will move it there. Also, I'm curious what you mean by smart pointers? I'm kind of a noob, so I'm not sure what you meant. My biggest problem right now is being to create an array that contains both the children of the "animal" superclass, pigs, and cow. I'm sure it's possible with polymorphism but I haven't quite figure it out yet. For example, how would I implement this? Animal *animalArray[10]; [declares the animal array] animalArray[1] = new Pig; [creates a pig at index 1] animalArray[2] = new Cow; for(int i; i < 10; i++) animalArray[i].printMe
  15. I'm trying to create a farm simulation in c++. Right now I'm just trying to implement some basic structure. I want to have pigs and cow classes that inherit from an animal parent class. I also want a map class that has an array of animal object structs which contain a pointer to an animal and a 2d point location for the animal. I'm having trouble with the array portion. Any suggestions? I'll upload some code when I get home from work.