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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. It would be insane to actually maintain the whole file. General parts of it though, like rules or commands could be taken as 'Name:Value' or input fields in the GUI. Adding files or dependencies would be mostly GUI, allowing you to select files or directories.
  2. As in that, I meant you could run 'make' and build your application without needing to use my application.
  3.   The program would use the first makefile (supposedly the master makefile) as its base. It would also follow the specifications for a makefile, so anyone who used the GUI could still edit it from a text editor.         That is near what I'm thinking of, except that you need cmake to use it's files.
  4.   What I was thinking of was a standalone application - perhaps someone uses a strange text editor that does just that: edits text. If someone needed to build a large application with their favorite text editor, they would be at a loss.    How I imagine it is that someone could use this tool regardless of what else they were using, so that the efficiency of an IDE compiler is not attached to a separate utility.
  5. So from learning about makefiles, it seems that large projects have a large difficulty dealing with managing makefiles. It may not be an original idea, but its something that should likely be addressed.   Even though makefiles are supposedly made to be easy, I'm sure there are people out there who would rather use a GUI to manage tens of hundreds of files in a minute or two rather than spending the day sorting and managing makefiles.   So the concept is simple, and so is the implementation. If there is anyone out there who also thinks one should be made, please comment.   PS: Also if there is such a program, feel free to post it.
  6. When I was 14 (Now 16, so not much of a stretch) I started out in as much as I could get myself into. Here is my first working and presentable code:   http://www.youtube.com/watch?v=98IW5IZNcfw
  7. Got an honorable mention at a programming competition. Wrote a puzzle/dungeon/rpg game in 24 hours!
  8. For a school assignment (a simple one, which is why) I added something similar. Of course it was not as good at creating dungeons, it had a similar idea of creating random rooms first then connecting them. Yours is a lot better in the fact that you use some very simple and effective algorithms to achieve a nice balance of distance and size of rooms. Your hallways (or what connects the rooms) are also a lot better, since mine were only straight lines. I also like the fact that there are no flaws, like mine could spawn you into a room with nowhere to go to.    I'll also check out your game, as it seems pretty well thought out.   Happy coding!
  9. Except that games like Pong teach you the basic mechanics of making anything. If you start deep into coding a massive game, you will be making mistakes that you would have made with Pong. This means every mistake you made will have to be fixed later, taking up more time since the code will all be dependent on what you base it off of. If you want to start making a game, you should start simple or at least make your code modular so that if you need to fix any major mistakes, it will take less time to fix the rest of the game.   In my experience, of course. I dove right into it and always had to rewrite what I wrote before, which took more time than if I started simple.
  10. What I decided to do is for any part of my game that is platform dependent ( like XP vs Windows 7 ) I create an interface. This way I can test at the beginning to see what is needed. If something is not supported, I use the interface aimed at older techniques. If it is supported, I use the interface made towards new features. It is really helpful for graphics, like if shaders are/aren't supported, or anything else. It is also easy to add in different implementations while still being able to run it on different computers.
  11. When I implement some kind of cheating checking, I would look to see how far the player moves in an amount of time. Maybe distance/time, and if the value is greater than slightly faster than the max, then they are moving too fast. Or you could send in a packet what the player pushed and let the server handle it, which could greatly reduce cheating more than a distance/time ratio.
  12. I was just about to add cats as companions to my game, as I have 3 and they are wonderful to have around.   Hope to see some new cat games! :3
  13. If that's your whole defense of the bible Shawn Taylor, Bernard, Alan, Trinton, Kevin, Chase, Maggie Victor and Taylor, you're all idiots. Calling people names only makes you and everything you believe in look childish and stupid. if the bible is true, then you have nothing to fear from rational debate. Lose the attitude, you're making the rest of the Christians look bad.
  14. Thanks. I will try the ACL method because I want to start by hosting the game on my computer first. It will take a little testing but hopefully it will work out. I also hope I can release a playable version of my game soon, as I know it will be fun to play with other people.