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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.

daedalus316

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  1. We have just finished setting up and are pumping up content regularly. Also we do not just focus on gaming, we deal with music, technology and even film.   However what this is about is... advertising! Not for us, but for you! We are opening up to advertising on our site, and we want to target the independent developers before we look at generic advertising through say Google.    So if you are interested, PM me here, or you could pop us an email. Please do, it will be awesome.
  2. You learn by doing, so what are the best small programs i should write to help me learn lisp? I mean not huge projects to undertake, but small projects to use certain features and problem solving skills. Maybe even using a few libraries if you know some.
  3. I thought it should go in for beginners since it was a question about helping beginners. Which leads me to my next point, while ideas may have no monetary value there is still an importance in sharing them. If you post an idea for a concept i.e concept art as an asset that gives some one else he chance to work on their skills based upon that Concept/assets. This way you could organize a large group of hobbyists into a sort of pseudo team. You get where I am coming form?
  4. in my opinion this sort of thing requires balance. Ambiguity can add great depth to the game making the gamer feel more like his/her character, and provides a good way of including decisions. However to much and you have a confused player who has no idea whats going, no goals, no motivation. As for a game that his this, I have to say Deus Ex. Brilliant game, it forced the player to make decisions, act on instinct, decide whether he/she is doing the right thing, all that sort of stuff. If you haven't already take a gander at it mate, its awesome!
  5. Ok but looking at the market place it seems to be more like individuals selling their works. What i am thinking of is more based around open collaboration. This market place seems more based around selling of assets, while what I imagined would be selling/sharing of ideas and concepts.
  6. OK so that title was long winded Anyway moving on, I myself am an aspiring 3D artist/programmer and have recently been looking ways to practice my skills. At first i went about attempting to recruiting any hand drawn art inclined friends to draw me some turnaround character concept art but that didn't turn out well. So then my thoughts turned to the other humongous community i belonged to, the internet. I assumed there would be some freely available character concepts or concept art of any kind that would suit my purpose, in short i couldn't find any. So then my mind wandered and I thought of organizing something here on gamedev, a thread to collect people who needed to practice their work. My thoughts are this, we collect artists of any kind, designers, sound artists, programmers, anyone, who wants to practice their skills without being part of a full fledged team. Anyone can take parts of their work and use it for their own. A programmer who wants to make a small RPG game takes the sound artists work and the 3d artists models and puts it together, other programmers can take and recycle some of his work and do their own stuff. We need to create an environment where hobbyists can work as effectively as full teams. This was just an idea and i was wondering about its viability, if anything of the sort already exists, and most of all would you guys be interested in it. Daedalus
  7. Hello World, well yeah the title really explains what i am asking. I am already decently fluent in python and am currently learning lisp. From what i have heard it is an amazingly advanced language with some incredibly powerful features (macros, programs as lists.). What I wondering is how this all relates to game design. What libraries are there and are they any good? Overall is lisp better for game design than python?
  8. ok i fixed the code to this [CODE] import pygame, sys from pygame.locals import * pygame.init() width=640 height= 480 screen= pygame.display.set_mode((width, height)) #images player=pygame.image.load("ball.png").convert_alpha() background= pygame.image.load("sky.png").convert() platform= pygame.image.load("platform.png").convert_alpha() #player coordinates x = 300 y = 150 #movement variables movex= 0 movey=0 while True: #rects platform_rect = pygame.Rect(300, 250, 150, 20) player_rect = pygame.Rect(x, y, 24, 24) #collsion standing = player_rect.colliderect(platform_rect) while standing == False: print ("fish") movey= 10 x += movex y += movey screen.blit(background, (0,0)) screen.blit(platform, (300, 250)) screen.blit(player, (x, y)) pygame.display.update() [/CODE] and now everything works.. except the screen come completely blank. there are no errors it just for some reason is not blitting. Any help would be hugely appreciated.
  9. well i did what you said and you were right the indentation was wron. It was a solid tab it needed to be 4 spaces. but now when i run the program all i get is a blank screen with no background or image at all. and its not responding.
  10. I am attempting to create a VERY simple platformer just falling and moving and jumping, I decide i woudl start with falling function but ican't gt it to work, for some reason my collision statement isn't working or jsut always returns true. Can anyone help?: [CODE] import pygame, sys from pygame.locals import * pygame.init() width=640 height= 480 screen= pygame.display.set_mode((width, height)) #images player=pygame.image.load("ball.png").convert_alpha() background= pygame.image.load("sky.png").convert() platform= pygame.image.load("platform.png").convert_alpha() #player coordinates x = 300 y = 150 #movement variables movex= 0 movey=0 while True: #rects platform_rect = platform.get_rect() player_rect = player.get_rect() #collsion standing = player_rect.colliderect(platform_rect) screen.blit(background, (0,0)) screen.blit(platform, (300, 250)) while standing == True: movey = 10 x += movex y += movey print movey screen.blit(player, (x, y)) pygame.display.update() [/CODE]
  11. [quote][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left]Certain mods have made it into full production games however, some of valve's games are the most notable for this, e.g: Team Forstress and Counterstrike.[/left][/size][/font][/color][/quote] Well yes but both of these games greatly change how the original games work. If i am not mistaken tf2 and cs both changed core elements and had a hell load of scripting involved. making mods of that caliber is far different form the mods most hobbyists will make.
  12. Thats part of the issue in the discussion i am having with my friend. He wants to be a game designer and feels he just need to scratch the surface of programming, I feel that since he has no resource no large teams to manage he should focus on gaining the ability to create games not the ability to manage teams who create games.
  13. Thanks but just saying I already have started programming and this is mostly for a friend how wants to mod to learn. I personally agree with you but i think for some people modding may be a gentler introduction to design.
  14. The title really says it all. Which of the two do you feel, would be a more effective introduction to game design? I personally think programming(with a graphical library) is definitely a better introduction as it shows the beginner more than just level design and basic scripting. It requires you to go deep and understand everything about the game they are making. Modding on the other can be a lot simpler and the engine can deal with a lot of things for the user. This is particularly import as soon the Elder Scrolls Construction Kit is gonna be released and it may make modding simple and yet powerful(supposedly) so what do you guys think?
  15. Also has anyone used PGU or Directicus in that past? If you have are they worth using and do you have any good tutorials. ASLo are then any other libraries that extend pygame?