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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 JohnSimor

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  1. This method works fine for one time payment products, but I need the service to be low cost, and thus pay-per-use. With the pay-per-use model, there are a lot of things i will have to do to make it happen, and i was wondering if there is a software platform that already does this.
  2. I'm building a game engine and i'm looking for this kind of software platform service: - Develop online, like with cloud9. - Suppose we are talking about .net - Game developers can buy and use my engine, not by downloading it, but instead the platform automatically copies my engine's .dll in their project. - The api must NOT be an http service, in order to be fast. - Plugin developers can create and sell plugins for my (plugin enabled) engine the same way. - I'm not looking for a particular language, can be .net, java or whatever. Do you know if there is such a platform ?
  3. [quote name='nox_pp' timestamp='1346627338' post='4975869'] [quote name='sermi' timestamp='1346607520' post='4975779'] I know its not very efficient for heavy graphics apps, but there are a lot of other ones who would benefit from this system. [/quote] Like what? I don't see why you would ever want to do this. [/quote] [quote name='jbadams' timestamp='1346633622' post='4975890'] I've never heard of such a system using those specific methods and technologies, and I'm not really seeing the potential advantages. What you're talking about is conceptually similar to the concept of a "thin client", where the user's computer takes input and displays results but does minimal (if any) of the actual work -- which is instead done on another machine, often a central server -- but I think you've perhaps gone a bit far or got your technologies mixed up with the idea of sending video frames or using the HTML DOM. Is that the sort of thing you're thinking about at all? Where were you thinking this might be beneficial? [/quote] Any kind of app with little movement on screen. The reason behind this technology is not to mesh with client code of javascript or anything else. It solves the server/client programming problem once and for all, by using the same language of choice everywhere, with any kind of advanced ui library. Also the client devices can be very thin, they just need to play video. [quote name='Hodgman' timestamp='1346638254' post='4975912'] OnLive? [/quote] This seems to be similar but it uses a client for each platform, i need html5.
  4. I just had an idea about the client part of web apps. What if we produce the user’s dom on the server, convert it into video and stream it to him. I know its not very efficient for heavy graphics apps, but there are a lot of other ones who would benefit from this system. Each user will need to have his own dom-window on the server, rendered, based on the user’s screen size. Everything will be calculated there. Once we update his server dom we will take a snapshot of it, and create a streaming video to show in his local window. The client will show the streaming video in an HTML5 canvas and also track clicks on it, which will be sent as coordinates in the user’s server dom for process. We can even have various, advanced, html-like markup technologies for ui, since everything in the end will be based on canvas, video and click input coordinates. Do you know if this thing exists or any tools to make it ?
  5. A WebGL 3d engine will be used for 3d graphics/sound. What about the overall application, such as loading, installing local, resizing per device, GUI, etc..
  6. If you wanted to do Eve Online's client in html5, how would you do it ? There are a lot of frameworks and libraries out there and i'm not sure which one to use. The client will run the same from desktop to mobile, no native stuff.
  7. Has anyone used it like this ? any pros/cons ? [url="http://mef.codeplex.com/"]http://mef.codeplex.com/[/url]
  8. I know about: http://traitsjs.org/ https://github.com/kriszyp/compose Are there any others?
  9. [url="http://aws.amazon.com/sns/"]Amazon SNS[/url] looks like Amazon's channel api. Anyone has any experience with it ? Can i use it in a mmo for client-server communication ?
  10. I'm not looking for a game to play. I'm making the game and i'm looking for the microtransactions platform that can provide this service.
  11. Is there a microtransactions service where players can buy/sell virtual goods and also withdraw the money they earned ?
  12. Thank you for your answers, i understand now why this is the only way to debug a distributed system. Its my first time without Visual Studio and it feels really weird.
  13. Basically it is based on "print statements", more info here: [url="http://hewiki.heroengine.com/wiki/Debug"]http://hewiki.heroen....com/wiki/Debug[/url] i think the same is done in BigWorld too: [url="http://www.bigworldtech.com/technology/server_tools.php"]http://www.bigworldt...erver_tools.php[/url] (Log Viewer) Is this style normal for producing an mmo game ? Have you ever built a game this way and how was the experience ? Please advice, i am kind of freaked out right now.
  14. It seems i have a lot of work to do then
  15. Really basic question about clouds but i have never used one before. Suppose i have an mmo networking application in aws/azure/gae with one active instance. My application starts with some initialization code, and suppose it now runs five rooms of clients every 100ms. When the next client connects, the cloud adds a second instance. So what happens now? The rooms spread across the two instances, running as usual once every 100ms? Or the app runs from the beginning in the second instance, with the initialization code, like a completely separate app?