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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.

TymoteuszPaul

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  1. [quote name='Acharis' timestamp='1309213119' post='4828423'] [quote]This game play model will create unique and epic level of cooperation between players never seen in history of gaming.[/quote] Except for Puzzle Pirates, which is basicly what you have described in that doc [/quote]This is exactly why I wanted public opinion - to see if everyone will understand it the way my friends/employees did. Main focus of this game is not on puzzles but the battle between ships which will be centered around a person in charge, with the twist of crew being other people not "AI". "Puzzless" (this is actually a bad phrasing on my side, this will be more like competitive minigames between players) will be there just to implement a skill into "one-button-actions" like fixing the engine. On top of that It will support competitive scene much more than casual one But point well taken,will make it more clear in document.
  2. I'm in process of finishing GDD (pretty much in feedback stage now) for MMO game (yes, i have the resources to get this game to "let's start looking for published" stage) and I would like you to post opinons on brief for it. People interested in sharing opinion the whole thing (50+ pages) can mail me, but don't unless you are really willing to work through it. Brief is available at google doc: https://docs.google.com/document/d/1GWeHfsBNtmU0rcUo5HZcObzzsdCfO0gpi0gXCE6cULs/edit?hl=en_US&authkey=COb9xfAJ Feel free to post questions, comments and flames (here, by pm, by @ [puciek@gmail.com]).
  3. Lets see: [x] First post eva [x] No screenshot, descitption, anythng [x] No sourcecode (/code is empty) [x] Suspicious .exe file I'll pass.
  4. A great link was passed here, check it out: [url="http://www.sloperama.com/advice.html"]http://www.sloperama.com/advice.html[/url] But if you need tutoring in order to learn something, I don't see books/articles going well for you.
  5. [font="arial, verdana, tahoma, sans-serif"] [/font][font="arial, verdana, tahoma, sans-serif"][size="2"][font="arial, verdana, tahoma, sans-serif"][size="2"][font="arial, verdana, tahoma, sans-serif"][size="2"][font="arial, verdana, tahoma, sans-serif"][size="2"][font="arial, verdana, tahoma, sans-serif"][size="2"]I started by gathering every bit of document/email/jabber talk and smoke signal that was related to game concepts and mechanics. This took a while since I have neglected it for about a year so it was all around the place. Some documents were on my mail, some were on my google wave, some on google docs, some in other weird places you do not want to know about. After 4 painful hours I ended having nice 43 pages long document that contains general ideas about every aspect of the game which means that there are no specifics there like "every-ship-detailed-that-will-be-in-the-god-damn-game", instead there are general ideas how ships should be constructed, how for example, combat should look and so on. This is a bit horrifying when I think how big will be this document in final version when all details will be put in there. [/font] [/font]After that and a bit of valium I started to do the same with source code. This was a lot easier to collect, everything is either on my backup servers or local git repositories so this took maybe 15 minutes. Problems started later when I started porting stuff from old framework to current one (it evolved over time, take that creationists!). It did work but it was unclean, full of hacks and messy. With nothing better to do, I started working on it which resulted in some re-factoring, cleaning and bug-stomping. Which resulted in about 12 commits for just damn bug-fixes (granted that those were small, but catching this nasty pests took time) and 4 big uns (refactoring). [/font] [/font]I had most fun when I took at look at old test suit wrote for the client. It was one big mess, to the point that test functions were launching in random order and it was unable to control. I decided to not bother to fix it and simply rewrote it from scratch + import payloads from earlier versions. It's simple and it works.[/font] def exec_tests(self, test_list):[/font] '''[/font] Test runner functions. @param test_list:[/font] '''[/font] run_lst = [] for func_name, func in test_list.items(): if func_name != 'self': run_lst.append((func_name, func)) run_lst.sort() t = 0 speed_factor = 0.2 for t, func in enumerate(run_lst, 1): reactor.callLater(t * speed_factor, func[1]) self.test_mode = False reactor.callLater(t + 1, self.listen) I've also came to a decision how to progress with my project. Decided to go with many small milestones approach with focus on "develop one thing - test it hard and then expand it". This should keep me motivated as I will see constant progress and at the same time, with constant testing, I won't be left with some annoying bug lurking to pop out later. Hopefully.
  6. [url="http://www.google.com/search?sourceid=chrome&ie=UTF-8&q=free+tutorial+c%23"]http://www.google.co...e+tutorial+c%23[/url] [url="http://www.google.com/search?sourceid=chrome&ie=UTF-8&q=free+tutorial+python+c%23#sclient=psy&hl=en&safe=off&source=hp&q=free+tutorial+python&pbx=1&oq=free+tutorial+python&aq=f&aqi=g-v2g-b3&aql=&gs_sm=e&gs_upl=3304l3440l0l2l2l0l0l0l0l147l265l0.2l2&bav=on.2,or.r_gc.r_pw.&fp=e2cdbf82a93ada0c&biw=1342&bih=930"]http://www.google.co...iw=1342&bih=930[/url] Google is your friend and learn to love him over "recommended tutorial site" as this will usually be outdated and is totally subjective. On the other note, starting a video game company should not be a goal. It should be a method toward achieving your goal, so start by creating a real one like "really cool pong game". No, you do not need a degree in order to work as programmer, you just need the knowledge. A degree is a way toward getting it, not optimal one (money and time wise) but if you can't learn on your own then sure, go for it. From experience (mine as finishing only ten grades and by surveying other programmers/pms/architects and so on) I can tell you that actual experience is worth much more than any degree.
  7. Acer laptops got good price vs specs because they are crap in quality of production + about the worst customer support in the world. From my experience I would recommend one of toshiba satellite series ([url="http://us.toshiba.com/computers/laptops/satellite/P770"]http://us.toshiba.co.../satellite/P770[/url]), they are of good quality (i don't treat my hardware well and they are yet to break on my, unlike many other I tried), manufacturer guarantee and not bad price. Keyboard + mousepad setup is great to work "on the go". On top of that keyboard is "desktop sized" which makes it easier to switch between desktop and laptop (same keyboard layout).
  8. Years ago there was a game. A game which was online, browser based, action paced, required proper teamwork and was generally fun. It was hardcore and unforgiving, in mere seconds you could've lost weeks worth of turn-saving (and hours worth of game-play). The game was TDZK. Some of you may remember it, most don't because they either got faulty memory or never played it (which is where Linus rule comes in - you are ugly, fat and stupid). [media][/media] [media][/media] Yup, those were times when most people were using dial-up connections with laughtable speed and latency so voice comms were impossible for most part hence in order to communicate in real-time we had to use irc (on top of that AJAX didn't exist and later on it was "just born and nowhere used 'technology'" so another YAY for OOG chat). It was glitchy and buggy, servers used to die more often that you would like but we still loved it for the trill and deep mechanics together with twitchy combat system and awesome community. Years passed, hi-speed internet connections became common. Because of that, more "new agy" games become available for broad market which started stealing players from said game (i blame EVE for most part as it managed to steal my heart too). To make long story short, the game died in a year because of lacking player base and new version being a total crap instead of revolution. Finally servers were shut down and we all felt that something inside us just died. There were many petitons to authors to release the code so we can host it ourself and just have fun but admins refused any of offered solution. TDZK never saw daylight again. When it became obvious that we will never see TDZK again, in my spare time I've started to re-write the game (i have all the sources I've ever written so I will post some of them later in the series). Soon I realized that this will not work as it is too big of a project for one man to handle and currently I don't have a lot of money I can just dump on a project that will never pay itself back. Project was scrapped. Couple years later I picked back on it, but this time from another side. I decided to write an online-gaming framework. [size="2"][color="#1c2837"][/color](C)[font="Arial"][size="2"][color="#1c2837"]) that was working on mechanics for game (which would be used as engine demo to potential investors/clients). After 2,5 months I had a working tech-demo that was even sorta playable (there was a map, ships, weapons, asteroids and so on. Heck you could even move around and shoot) so I rushed off to hunt for money.[/color][/font] [font="Arial"][size="2"][color="#1c2837"]I found an investor quite fast, everything was going great for couple months when we parted ways (for reasons I won't mention here). I was left with a good net framework (that was almost complete) that sadly didn't have any actual game functionality, just supporting libraries that provide you with structures you need.[/color][/font] [font="Arial"][size="2"][color="#1c2837"] [/color][/font] [font="Arial"][size="2"][color="#1c2837"]Essentially I could take current product, spend about 2-3 months of my spare time (80-90h/month) and get a game rolling as all I had to write is logic and not bother with other crap. Problem was that I would also have to develop a client for said game (engine had set of dev clients that were handy with testing and development but useless for a player). Since I hate to develop front-ends and currently didn't have much money (yet-again) to push it to someone, I decided to use this assets in a way that can bring me instant gratification. I simply moved this framework from games to just-a-network-framework and started to use it with my clients.[/color][/font] [font="Arial"][size="2"][color="#1c2837"]I simply was developing everything with it - blogs, shops, auction systems. Almost anything that came from my hand was based of that framework and it was great, I got to play with my tool, expand it's functionality and only interface I ever had to work with was to define packets container (the dude that was working on a client recieved protocol spec [for web it was just JSON] and worked with it). Perfect isolation[/color][/font] Why am I bothering you with all this details ? Because now, after so many years of struggling I've decided to do what was my intention in the first place and write the damn online game of my dreams. It will be hardcore, it will be fun and it will be done. As we speak I've cleaned up the code and started worknig on game logic. When I feel that there is enough in there to name it "playable" I will start looking for a team to develop a proper game client [the one I'm developing is command line and in no way someone will try a game where he has to type commands] for it (be it web or stand-alone). Those will either be paid jobs or volunteers or mix of both (most likely) but that's for later. In later episodes of this journal I will cover my progress, issues, release notes and some funzies too. I will also publish some of the game concepts as they are implemented. Wish me luck as this will be a rocky journey.
  9. Vmware workstation if you don't mind the costs (i believe there is a trial too). I have no idea why Vbox would crash for you, it's was insanely stable last time i checked it.
  10. [quote name='CRYP7IK' timestamp='1307525228' post='4820851'] [quote name='jbadams' timestamp='1307425378' post='4820405'] but it's pretty good at highlighting when the community thinks an answer is wrong or bad [/quote] Majority is always right yeah? [/quote]Well, duh. That's why successful companies are run in democratic manner.
  11. I never understood what is the point of "karma" system. For most because you are asking users to do moderators work (without any of the responsibility). This is very bad because on top of lack of responsibility for your actions, people don't have a clear idea how they should use this system. Most people just click "down" when they don't like that post (most of the time because they didn't understand the post and felt like it was just nonconstructive attempt to troll) which would be "fine" (as fine as democratic forum posting rating system can be) if they did equal amount of "voting up" on all posts they like. Contrary to what was said, this system doesn't provide feedback, just "how people feel about your post" and well, i'm not a democrat because for most part majority knows nothing. This is funny because it makes "nice" posts more valuable than constructive ones.
  12. [quote name='lonewolff' timestamp='1307050216' post='4818861'] Agreed, PHP is all executed server-side. So, this is no good if you want to program games and the likes. For games, I would look into C# or C++. [/quote]Now that's a bull, you can easily write desktop apps in pretty much any language, including php (for example: [url="http://deepdungeons.sourceforge.net/"]http://deepdungeons.sourceforge.net/[/url]). If you like PHP, feel free to write in it but keep in mind that most of its community is focused in web development so there are not many libraries you can use.
  13. [quote name='SymLinked' timestamp='1307049114' post='4818855'] [quote name='Puciek' timestamp='1307046601' post='4818840'] Many games allow you to host your own game (as settings and so on) on their machines. This is becoming popular even among pc games (starcraft 2, HoN) because it prevents map-hacks from working (and couple other things). [/quote] It doesn't prevent map-hacks at all. In lockstepping games, clients usually have the full state, and that includes state of units that are in the fog. SC2 is lockstepped, HoN isn't. [/quote]I didn't make myself clear, it can be used to prevent map hacking (on top of other benefits), shame that blizz didn't bother to deliver on this part.
  14. Many games allow you to host your own game (as settings and so on) on their machines. This is becoming popular even among pc games (starcraft 2, HoN) because it prevents map-hacks from working (and couple other things).
  15. Don't go into the PHP unless you need a job and need it nao (there is big market for noob programmers in that language), try with some more modern languages that are gaining grounds (python is great example)