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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. There were 2 red (I think?) symbols moving around underwater that I guessed were pointing towards targets. I shot at them and saw explosions as they hit but never saw WHAT was being hit, even though I think I was very close. I'm running on a laptop with a not so great intel graphics card so it may be a card/driver issue.
  2. Never played the original, but your remake is a lot of fun. I had a couple suggestions after the 1.0 version but you've incorporated them all into 1.1 so... well done!
  3. The enemy subs (?) were invisible. They left trails and I could shoot them but the hulls weren't rendered. Looks good for an early demo though.
  4. The tail moves before the head. This means the head can run into the tail in some situations where it shouldn't. The tail should move forward first. If I refresh the page (Firefox) the snake doesn't get drawn until I start moving.
  5. You need to include more information. You say it "fails on execution." Fails how? Is there any exception information? You should try stepping through the code in a debugger to figure out exactly where it fails. One possibility is that Ogre can't find robot.mesh so the subsequent calls fail. Try checking the return value of createEntity, be sure it's returning an actual entity and not NULL.
  6. You don't necessarily create a model for ODE that exactly corresponds to the visible OGRE model. Generally what you'll do is create simplified ODE objects for simulating the physics (e.g. a car would have 4 cylinders for the wheels and a box for the body, with joints connecting them). Then you write some glue code that updates the position & orientation of the corresponding Ogre entities every frame. You may want to check out the code for OgreODE for an example (not sure if it's up to date but it should give you an idea of what's involved). There is an xode file format that can describe an ODE scene but it's not much like a model format.
  7. Quote:Original post by CharlesFXD For example there would be a Chief Engineer. He would be one of 3 levels. Cadet, Veteran, or Expert. (only 3 cause I want to keep it easy) The Cadet would confer no bonus, the vet would confer somewhat of a bonus and the expert would confer a greater bonus to his crew’s efficiency. I see one problem with this kind of design, and I see it often. Progress in developing your crew is (roughly) linear. You aren't making any tradeoffs, so over time all crews come to resemble each other. The crew has no "personality" that you can breed to suit your tastes, and every player's crew is essentially the same. Of course this may not be relevant, if for example the ship itself is very customizable. edit: I somehow completely missed the bit about Attributes. If attributes are mutually exclusive somehow then they could satisfy the need for variety among crews.
  8. Did you try stepping through the code in a debugger? You're probably accessing a null pointer or something. There are also dedicated CEGUI forums at the CEGUI site. For specific technical questions that might be a good place to ask.
  9. Are you running a debug build or a release build? On release builds breakpoints are ignored.
  10. Glad to see this project is still alive. I played the first tech demo and it was a lot of fun, can't wait to try the new one.
  11. I tried it. It's polished, but kind of slow paced and boring. The character moves way too slowly I think, especially when it came to the spider boss on level 5 - it moved way too fast, it was more luck than anything else that determined if I lived or died.
  12. I had very similar problems to solve in a class and variations of the network flow algorithm were good for finding optimal solutions. Just google "network flow" and you'll find tons of references.
  13. How about a rough idea of what type of game it is? Got any screenshots?
  14. Quote:Original post by smr For my project I considered this option, but it wouldn't have made much of a difference in speed. My major bottleneck was not code, but rather the slowness of python's class implementation, which keeps all variables as entries in a dictionary. Using python's new-style classes with __slots__ can help with that slowness if it's a problem.
  15. Quote:Original post by JDUK Quote:Original post by Dobbs Quote:Original post by JDUK Being forced down a story path is far from a bad thing! Monkey Island ! Metal Gear Solid 3 ! Silent Hill 2! Was it being forced down a story path that made those games good? It was a contributing factor yes, they had very good stories (Well MGS3 was cheesy but very fun) , and unraveled them in an intresting and involving way... if they left it up to us to create our own story ... we could have botched it. We could have botched it? How do you know? You haven't even defined how the game would let you create the story. I think you're way overstating the importance of the story in the above games. In Monkey Island I'd say it was comedy and clever dialogue, not really the plot, that added to the gameplay. I think MGS3's gameplay would have stood on its own without the plot. You may be onto something with Silent Hill 2 though, I enjoyed it, but I was frustrated that there were apparently multiple endings but no clear indicator while you were playing of what choices affected them.