• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

118 Neutral

About Okidata30

  • Rank

Personal Information

  • Location
    Buckeye, AZ
  1. This project seems doomed to fail. It is over ambitious. Your passion is great but I don't think you know how deep this hole is. Unreal 3, Uscript, and kismet are a lot to chew on. The best advice I can give for something like this would be: Don't write a single line of code until you have very concise milestones limit the scope of this game or this is going to suffer from "feature creep" If you think a task will take 3 months under ideal conditions plan for 9 because it is never "All we have to do is" and there is always something else that you will need an artist for. Someone is going to get sick of working, egos, not pulling their weight, needs to get laid, drunk, gotta take mom to church, girlfriend to clinic, yourself to clinic, holiday, midterms, finals. Next thing you know 3 months turns into graduation and you have a hard drive full of cool code. It took 4 programmers, 3 artist, 1 sound engineer, PM and 1.5 years to make "A VIRUS NAME TOM" and that was supposed to take 6 months. 2 of us had previous game experience. Not trying to dissuade you, just want you to see the forest beyond the trees. Good luck and post screenshots often
  2. Ok, I hear this a lot. What exactly is "HARD" about C++ ?? It is unfair since I've been programming since '88, and the only language around was either C or assembly (or BASIC). But why disuade people from any language? C++ isn't any "harder" than any other object oriented language out there. If by "hard" you mean all the crashes you get from undisciplined pointer use, then I would say better to do it now while you're learning than at your first job. So my actual question is: Why is C++ considered hard?
  3. It's damn near 2012, and I am seeing new code base with hardcoded numbers?!?!?!
  4. It's damn near 2012, and I am seeing new code base with hardcoded numbers?!?!?!
  5. Sad but true, I've spent many a lunch conversation on this topic. We tried to express these issues to corporate but it was too little to late, and now our studio has been "economically down sized" LOL good riddance
  6. I am going to have to agree with Tom Sloper. Starting from the beginning is a very bad idea, especially starting out. Unless you think you and your friend can make an engine better than what is out there. (Which is possible, but doubtful) Grab an existing engine and start working. Now, as far as the giving up on opengl you do understand that OpenGL is NOT an engine right? It's just a graphics API , the same is true for DirectX. By the way, you should avoid asking publicly which you should use, its just throwing troll feed on the ground. In my experience most of the tutorial books (including the SuperBible) that pertain to Graphic APIs just to get you familiar with gfx pipeline. If you try to make a sizable game with those tutorials your wont get much performance out of it. To your teachers credit, the best advice he gave was Start SMALL. Do not get stricken with "All we have to do syndrome". It's the killer of so many projects. Your average console game take about 1.5 years with about 20 people working on it (not just programmers). So you and your friend are going to be very very busy Good Luck and wish you both the best
  7. It is time to stop coding if you are trying to do per vertex calculations on the CPU. (tx - convert)*pfactor; // what am i thinking?
  8. [quote name='Shanks' timestamp='1321420274'] What would be your recommendation for one who would like to be on a professional level of game development? I've been programming for around 5 years(Started 8 years ago, took a three year break in between). I know several languages and have worked with several API's, however, I highly doubt I'd be able to cut the mustard on a team developing a AAA title. What would your advice been for one who is looking to get on that level? [/quote] Shanks, I am going to make the assumption that when you say "I highly doubt I'd be able to cut the mustard on a team developing a AAA title. " that you mean as a tech/engine programmer? Otherwise, 5 years is more than enough dev cycle experience. You could get hired as a "Tools" programmer and work on the In-house tools pipeline. Or the most under rated portion of a game UI, (i say that because they were always the last group to get any love from the designers) General game play programmers could be right up your alley. In my experience tech position go to the most capable/proven (not necessarily most senior) people. If you think in terms of prefetch, DMA, load-hit-store, and think of performance increases in terms of lower milliseconds oppose to higher frames counts (that was joke) then more like than not, you will be working on the rendering side of things, or writing code closer to the hardware. It's pretty late, so I hope I wasn't rambling and just to the point. Good luck --real programmers used turbo c and far pointers--
  9. It is imperative that your code builds on every platform before you commit your changes into the code base
  10. [quote name='lordimmortal2' timestamp='1321240596' post='4883624'] So what's the best way to self-teach yourself in game programming? It'll probably be dependent on the type of person, but I'm just wondering about how else I could go about it? [/quote] I would agree with you that it would depend on the person. With that said what type of learning agrees with you best? Are you one for lectures and theory? If so, then any (decent) book will work for you, and just code away. If you are the type of person who needs to get your hands dirty to understand what you are being taught. Then grab any (legal) source code out there and get elbow deep in it! Once you get a good handle on the code base, make some changes by adding a feature, make improvements or optimizations where you can. That's my nickels worth of free advice.
  11. [quote name='daliberator' timestamp='1320893053' post='4882378'] Hi, I am new to the developing community and I was writing a small app for my french class and I need some help. I just can't figure it out. I want you to be able to select the menu and I can't get the syntax right. Tips on developing also welcome! [code] #include <iostream.h> using namespace std; int a; int main(){ int b; cout << "Welcome to the interactive Cafe Les Cinq E'Toiles Menu. Please Select 1 for Bevrages, 2 for Entrees, and 3 for Dessert."; cin >> a; if (a = 1) cout << "Bevrage Menu. Cafe de Lait: 2€50 Cafe de Creme: 3€ "; cin >> b; else if (a = 2) cout << "Entree Menu. "; cin >> b; else if (a = 3) cout << "Dessert Menu. "; cin>> b; system("pause"); } [/code] [size="1"]Poll removed, please see the forum FAQ. -- jpetrie[/size] [/quote] Ah the infamous if ( var = val) bug.. *** Programmer achievement *** (only 5 points) I've spent many hours hunting these down. And they get harder to find the longer you look for it. Because in your head there is nothing logically wrong saying "If var equals val then...." So you tend to miss it. Gratz on that it's a programmers right of passage. Programming tip: You may want to consider a switch case statement instead of if(a) / else /if(a) / else. To be clear I am not saying you are doing anything wrong the way you are coding it. It just may be a bit cleaner using switch(); Keep coding!
  12. [size="3"]If you are reading this then many times you have read or have written, "I am a beginner and I want to make games..." followed by "What language is best?" or "What should I major in?" or something to that affect. The simple answer is: [size="3"]There is no spoon! (oh just wait there is going to be major geek-dom here) When it comes to the hiring of prospective game programmers, I have seen people make it through the phone screen, the programmer test, only to fail the in-house interview. Then there were people (like myself) who totally bombed the programming test and shipped two games AAA games. Now that wasn't a bragging point, it was to show that there is no path to follow, just your heart (dude, cliche - fail). [size="3"]On average, the software engineers I have worked with have started programming around the age of 12-14,and never looked back. That is not to say that if you haven't by then you're behind the eight ball, but when you do get infected by the code bug, it just grips you. Passion! Something that all my employers looked for in their engineers. Code, and code often, code anything,and in any language to start. The more you code the sooner you hit the n00b milestones / classic program bugs. I can't tell you how many hours I have wasted debugging C/C++ stuff like if ( objectPtr =NULL). [size="3"] HEAVY_SIGH . The milestone for 3D programmers - Gimbal Lock, have fun with that. Though if you can fix it using only matrices you will probably have a good career in the game industry. Finally the sooner you start programming the sooner you will get a feel for what you are good at. General game programming, UI programmer, or tech programmer. [size="3"](please do not leave comments on why you should or shouldn't use matrices for gimbal lock no one is impressed nor does anyone care.) [size="3"]The more languages you know the better chance you have at getting hired. We never hired any engineers withone language under their belt. We generally hired people with astrong C/C++ background, and strong math skills. C#, java, any scripting language were bonuses. There was one time when myself and two other engineers were asked to judge a "Senior final project event" at college that offered a game programming program. We saw many projects some good, some bad, some very bad. We started to speak to the teams with good projects and the discussion went something like this: [size="3"]"This isn't bad how long did it takefor you guys to get this running ?" [size="3"]"Pretty much the semester" [size="3"]"Wow all this in four months? What did you guys use?" [size="3"]"We used XNA and C#" [size="3"]"Not bad, did you guys consider C++?" [size="3"]"We tried to write it in C++ to begin with, but our pointers kept crashing so we just went to C# It was so much easier" [size="3"] HEAVY_SIGH . [size="3"]We were so deflated when we found out this was the sentiment of the entire senior class. We have yet to hire anyone from this college. Not because C# is inferior, but because we could not waste the time and resources in teaching fundamentals. Entry level employees are unproductive for the first six months learning the ins and outs, to compound that with teaching basics, is just a waste of time. [size="3"](All programming languages have a place in the game industry I believe there is a correct tool for a specific programming problem. Currently C++ is the work horse of the console/PC industry. I am not happy about it. I would prefer to use C, but even I can not deny the design benefits to OOP. So don't label me a fanboy now, moving on.) [size="3"]Computer Science, is a favorite item to see on a resume, it is not a complete deal breaker if its missing. In those four years you will be exposed to many principles used ingame design / programming. So that's why would we look for it. If you gained that exposure elsewhere then you still have a shot at getting hired just sell it and sell hard at the interview because dude, it's your chance to make games. [size="3"]Sooner or later you are going to realize that all that coding is starting to pay off. You're programming forum posts go from "Can someone tell me why my code won't compile" to "Anyone have experience with bicubic-up sampling for less blurry textures?" (ok, not quite but you get my point). When you can look at a game and figure out how they probably put a feature in place, or understand articles discussing how that feature works then it is probably about time to consider your place in the industry. Because it is the type of discussion you are likely to have during your interview. "Oh you like the smoke effects in our game? How would you improve it?" (better not BS your way through it). [size="3"]For the studio I worked for your technical ability weighed 50%. Another 25% was whether or not you we liked you personally. We had you come in around 10am sign the (non-disclosure agreement) brief introductions, small tour, show the project you are being considered for, give you a programming test ~1.5 hours and then take you to lunch. There we got to know you the best we could for an hour. [size="3"]Things we looked for were can you hold a conversation, do you have interests outside work? Or are you going to burn yourself out in your work. We are looking to see what kind of personality you have? After we were done with you at lunch we just passed you along from team to team, to see what they thought of you and to see if you can handle being asked the same question 6-7 times. You see, once your are in the illustrious game industry you get all that comes with it. That means, E-3 builds, console demo release builds, Beta, Alpha, then gold submission TRC/TCRs resubmission (wash rinse repeat). CRUNCH BABY CRUNCH! You see, you and your team will spend many hours together, possibly more hours than you spend with your family, and you love them (maybe?) We want to make sure that we as a team are going mesh well and fire on all cylinders because we are going to be grumpy at 2am hunting your bugs because you thought it was a good idea to sleep(10); in the render thread because without the game crashed. (REALLY?! N00b that was yoursolution to the crash!?) If we like you, we are more likely to forgive stupid decisions like that. If you were a tool for the last 12-18mos then more than likely sleep(10) is the last bug you caused for us. Many extremely smart individuals never got a call back after the in-house interview, it was that important to us. The other 25% was split among other factors, your passion, your individual needs, salary requirements, relocation issues, the list goes on[size="2"]. [size="3"]If you were fortunate (or unfortunate however you want to look at it once you) make it into the game industry, you are going to realize one thing. You know nothing! Your feeble skills are no match for the power of the dark side (dude I am game programmer nerddom is right of passage). I was fortunate enough to sit with some of the finest minds in the industry. When you think about it the physics guys probably have a masters or higher in physics others in mathematics. Most of your co-workers could go off to make six figures at JPL but instead they make games. Learn as much as you can from these people because the game industry is now a revolving door. Once you finish your first game count how many team members find new jobs. [size="3"]I hope this helps answer the "What need I do to.." question. The answer is Nike! Just freaking do it. [size="3"]The only advice I have for you once you're hired is.. for the first year of work never say "It's easy all you have to do is... " because it is never all you have to do. Good luck with your future endeavors.
  13. [quote name='minanda' timestamp='1320495151' post='4880750'] Hi all. Basically i'm hoping to work in games development in the future, at college at the moment and will be starting a computer science degree next september. Now basically, i started learning Python, but the more I read on the net the more unsure I am of whether to carry on with this, start learning C# or just jump straight into C++. Anyone have a clue? pass it this way please =) Thanks! [/quote] As a compSci major, you are going to realize that the question you are asking is moot. You are going to be learning a computational science with programming principles. The language you choose will matter little. If you just want to learn programming oriented towards the game industry, then DigiPen and FullSail will do just that. Don't waste your time with Diff-EQs, Fields and Waves, or Data Algorithms . If you are asking what language you pick up to hone your programming skills. Any of them and just start, learn how to work in a code base (Doom 3 soon to be release if not already c/c++). Developers will look for specific skill c++, direct X, GL ect ect.. sets when they interview. But they will want to see most of all how technically minded you are. Good luck, I hope that helps. Just start coding.
  14. Programmers are Vampires who don't drink blood. Vampires are programmers who substitue blood for coffee
  15. Programmers are Vampires who don't drink blood. Vampires are programmers who substitue blood for coffee