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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. [quote name='Moritz P.G. Katz' timestamp='1335987069' post='4936867'] Good for you I guess? Why tease us with a description of how well the song works with a game and then not post the music? Frankly, I'm not sure what you're trying to tell us. Cheers, Moritz [/quote] I want to discuss more about this idea, of how should the music make you feel in game situations. Some games in the situations I described more so evoke a fear. Do you play music which embodies the deadliness of the enemy? Do you play music which embodies the fear a person might feel in such a terrifying situation? Do you play music which evokes a sense of fearlessness? Do you try to get the heart racing, or slow it down? I guess a good soundtrack does all of these at different times/situations. The song would probably be a big disappointment how I have hyped it up. I probably may have embellished the characteristics of the song also. But my main point is that this is how the song seamed to make me feel, and seamed like a unique sound/feel for a video game scene, and I was surprised by how it worked and immersed me into the situation of the game. Your probably all wondering what such a song sounds like? Probably a little different for everyone.
  2. I play music and record music, generally not with video games in mind. One day I happened to play a particular track of mine while playing Turok, in the part where you take the giant platform elevator from the bottom of the underground base to the surface. And, it happened to seam to be an incredible match for the situation in the game, and the feeling which the music expresses. This part of the game, has two main aspects which made it work. First, it is difficult. Your essentially forced into what would be most likely a suicide situation, in which there is nowhere to hide, and where you will face, and be openly exposed to many enemies shooting at you and throwing grenades. And second, your on a moving elevator. You cannot stop. The action is coming at you, and your all in. The feeling that the song expresses, seamed to embody this situation, while evoking a feeling of fearlessness and a sort of calmness at the same time. It brings to life that moment in which you realize the full reality of a deadly situation, come to terms with death, lost your fear, gain a calmness. A moment in which you unlock powers and strengths inside of you which you didn't know you had, and with all of your hear and soul and strength, set out to do that which is nearly impossible, nearly certain death, but your zen like state of mind makes the impossible possible, makes you see your path to survival with unprecedented clarity, and allows you to overcome all odds and come out victorious. I just thought I would share my thoughts. The song isn't really necessarily that great. I would post it, but I might use it in the future in a game and don't want to spoil it.
  3. I think some of your songs would make very great soundtracks for a video game.
  4. After learning more of the clutter API, I've found that a clutter game loop might use clutter_threads_add_timeout, which launches a given function continuously at a specified interval. This function could act as a game loop. I'm still just not sure about the input. I'm currently trying to figure out why there is a lag with the click action in my program.
  5. Truthfully, I am not exactly sure. I would like to make a scrolling 2d arcade style space ship shooter one day. I don't really have any experience making games. Right now I am developing a GUI for an audio program using clutter. So I have some experience with clutter, and I thought maybe it could be used to make a 2d game. I messed around with SDL once, and I know that clutter is very different. In SDL you have a loop where you are constantly polling for events. In clutter I can't figure out how to do this unless I used another library for input, and just use clutter for the graphics. In clutter you set up signal handling functions which launch functions when events happen. After you have all your clutter variables declared and or initialized in the main function, you use clutter_main(), which I guess starts the clutter main loop, but it is hidden from you. So I'm just wondering how I go about this. I was wondering if anyone has tried to make this type of game using clutter, and if I could get some advice on how set up my game loop in clutter.
  6. I'm thinking about using clutter to try and make a 2d spaceship. Do you think clutter will work good for this?
  7. You guys are great! I'm still learning and I hate to ask stupid questions, but I learn a lot more in a lot less time when I do sometimes.
  8. [quote name='rip-off' timestamp='1321185672' post='4883435'] I suspect it is an operator precendence issue. [url="http://en.cppreference.com/w/cpp/language/operator_precedence"]Logical NOT has a higher precendence than bitwise AND[/url]. [code] alGetSourcei(source[3], AL_SOURCE_STATE, &val3); if ( (SDL_GetMouseState(&x,&y)&SDL_BUTTON(1)) && x<10 && y<10 && val3!=AL_PLAYING) alSourcePlay(source[3]); else if (!SDL_GetMouseState(&x,&y)&SDL_BUTTON(1)) && val3==AL_PLAYING){ alSourcePause(source[3]);} [/code] I generally try to avoid relying on precedence. by using parentheses or creating additional variables. The thing about relying on precendence is that once the code is written, it is hard to determine what the programmer intended the precendence to be, you can only see what they wrote. I would write something like this: [code] alGetSourcei(source[3], AL_SOURCE_STATE, &currentState); Uint8 button = SDL_GetMouseState(&mouseX, &mouseY) if (button & SDL_BUTTON(1)) { if(mouseX < 10 && mouseY < 10 && currentState != AL_PLAYING) { alSourcePlay(source[3]); } } else if (currentState == AL_PLAYING) { alSourcePause(source[3]); ) [/code] [/quote] Thanks man.
  9. [quote name='dr Jack' timestamp='1321525681' post='4884914'] Show don't tell is a basic rule for a written story, it's very old and accepted by the experts. But I think we should talk about: [b]game don't show[/b] (a new rule I heard about gaming, I think on [url="http://www.google.it/url?sa=t&rct=j&q=penny%20arcade%20extra%20credits&source=web&cd=1&ved=0CC4QFjAA&url=http%3A%2F%2Fwww.penny-arcade.com%2Fpatv%2Fshow%2Fextra-credits&ei=iuPETtuFI4Lj4QSxxcn-DA&usg=AFQjCNGLBtRBePlPrOz3RYfHlBRyzLhcxQ&sig2=EhFgPWDRSm1cmz8zeevXhA&cad=rja"]penny arcade - extra credits[/url], don't remember which episode). In a game we should express the story using the game challenges. Ex. in assassin creed you KILL. Yes, the killing is also showed. But it's not simply a cut scene or a line of dialogue (that are ok for other media such movie or books), the [i]challenge of the game[/i] is the main issue to communicate the story. @ msvc The story, with some little adjustment I think, is ok. The question is: how do you plan to implement it in the video game? In which genre does it fit? Why it is good for a video game? [/quote] Maybe as a fps. One faction is out to capture you, and the other is trying to protect you, but it's chaos. I imagine something sort of like half life 2. Your working on some research, your walking around in research facility checking all kinds of wild experiments and technology. Then there is a breach of security, and mercenaries start rushing in. You and another secondary character manage to use some tech to escape. This will be a tool which can be used throughout the game which is unique. It could be a cloaking device, maybe something which lets you walk through walls, maybe it slows time down. I was thinking, it's kind of crazy, but what if it made you keep your mass for the sake of gravity, but allowed you to pass through objects completely unaffected. So, you activate it, and guess what happens? You start to fall into the center of the earth, and you pass all the way through, popping up on the other side of the world. Now your in China, or something. The tools and weapons you use throughout the game have to be very futuristic. You could have a device which when aimed at a persons head, causes them to go crazy, and you could have dial on it to switch modes. One mode makes them fall asleep, one of them makes them hungry or thirsty causing them to stop what they're doing and get some food, another mode makes them very irritable and start fights with the people around them causing a distraction. Like in hitman, how you have to break into places and be stealthy, and if you get caught, hell breaks loose, you have to break into cool places, to see people, get resources, or obtain items, and you have these type of tools at your disposal, walk through walls etc.
  10. [quote name='rip-off' timestamp='1321793974' post='4885859'] You should be able to use a standard container to store the paths, and a regular for loop over the iterators. If you cannot do this, I think you're over-reaching your current knowledge by too large an amount. Writing a simple loop and using a simple container are far more basic than what you're trying to do now. [/quote] Turns out all I had to do was this: [code] int size; int loopcounter; vector<directory_entry> files; copy(directory_iterator(ProjectDirectoryMain), directory_iterator(), back_inserter(files)); size=files.size(); for (int loopcounter=0 ;loopcounter<size;++loopcounter) {cout << files.at(loopcounter);} [/code]
  11. [code] copy(directory_iterator(ProjectDirectoryMain), directory_iterator(), ostream_iterator<directory_entry>(cout, "/n")); [/code] This snippet goes through a given directory, and prints out the path and name of each file it holds. What I want to do instead of print, is to store in a variable, and also keep count.
  12. I would like to develop a game, in which the story goes something like this. The main character is exceptionally gifted, and is a child prodigy who is recruited heavily by leading high tech firms, and by the government for top secret research into some kind of awesome mind blowing impossible technological developments. Little does the character know, the reason he is so talented to begin with, is that a third party had been planning to use him all along to one day infiltrate this research as a spy. When he was very young, he was somehow modified, implanted with some special mental device, in which skills, and mental abilities could be downloaded, updated, and developed by an outside party throughout the characters life. Also, the direction he would take in life, the choices he would make, and where he would end up would be no accident. At some point, the people who he had been created to unknowingly spy on discover this mystery, but they go on pretending. They are now attempting to discover who is behind this. Meanwhile the character has no clue what is going on, but everything is fishy. Eventually, the big shocker comes at the end when the character dies, but is not dead, instead he wakes up in a glass tank full of fluid and connected to life support systems. And what is most shocking is that he is not human. Turns out, he was an alien living as a human via avatar since birth. The story then goes into a period, in which the character is being prepped by the aliens for re-entry into a new child avatar, in which his memory will be wiped clean. He learns that this cycle has been going on for thousands of years. He had lived hundreds of lives as a human without even knowing and so have hundreds of other subjects also aboard the ship floating in liquid.
  13. Hi. I'm a beginner learning SDL, and I noticed something which is bugging me. [code] alGetSourcei(source[3], AL_SOURCE_STATE, &val3); if (SDL_GetMouseState(&x,&y)&SDL_BUTTON(1) && x<10 && y<10 && val3!=AL_PLAYING) alSourcePlay(source[3]); else if (!SDL_GetMouseState(&x,&y)&SDL_BUTTON(1) && val3==AL_PLAYING){ alSourcePause(source[3]);} [/code] This plays a sound file if the mouse cursor is in the upper left corner of the window and you press mouse button 1, and if you let off mouse button 1, the source is paused. But when I use button 2, or 3 instead of 1, in the exact same code, the button press is registered, but the button release isn't, and the source will play, but not pause on release. Whats up with this?