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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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About Jungletoe

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  1. Ah, thats a good idea. The only problem is that you can kill goats in my game, which would be easy to bot (see any goats? kill them). A way I worked around mining bots was that I made mountain trolls pop out at random blocks, but again, they can be avoided by adding some sort of attack script. I do the color testing to some degree with my day/night system. However, it doesn't help when a lot of the bots can just use positioning and autohotkeys to mine. You simply have to right click to mine, so what does that really do to stop people from just auto-clicking every 5 seconds in the same area (while also doing checks for depleted nodes etc). Also, I'd rather not use any captcha or techniques. The point of this thread was to encourage anti-bot GAMEPLAY, not checks and tests to prevent players from using bots.
  2. About me Hello, I'm currently developing a retro MMORPG sandbox survival game called Colonies. It's been under development for 8 months now and has been played by over 300 people in my alpha group. The fans of my game come from a hardcore niche who's sole purpose is to 1-up the other players in the game. The problem Botting, although minimal so far, could potentially be a problem. As a former bot programmer, I know all the tricks people use, and after fair assessments and trials, I've concluded that Colonies is extremely easy to bot due to repetitive tasks and gameplay. Stats are gained by grinding on rocks, fishing for hours, and harvesting crops, which are all tasks that are easy to automate. The idea I need ideas on how to stop this. Botting is impossible to stop, but changing the gameplay to be more skill-based is possible. That is my question to you. How do you make a game more based on rational human judgement than on something which can be automated? Thanks!
  3. Ok, if you're going to talk about anything game programming related (although most jobs in the gamedev industry seem to follow this criteria), please be sure to mention the amount of math skills needed. Many teens who are passionate about gaming don't realize that game development is a completely different thing than playing games.   I can't even count the number of times I've heard pre-teens talking on forums about how they are going to create "the next big thing", yet have no idea how to do simple algebra and blow off math as a pointless subject. The main reason why the game development feild lacks recognition and respect from a lot of people is because few realize the amount of math we have to do.   Letting these middle schoolers know this will help them to set realistic goals and work hard in math. That's the one thing I regret about my early teens.
  4. [quote name='Waterlimon' timestamp='1350583304' post='4991501'] I made this half finished broken survival game named settle and survive in roblox (block building game with scripting) I think it sounds better than survive and settle but im not native speaker so i dont know. Would that work? [/quote] Heh, I actually came across that Roblox map when I was searching it. Im actually using Settle and Survive instead-- I just messed it up when I was typing it here. And yes, Homestead is the final name.
  5. After a long discussion with my team, I decided to go with "Homestead: Survive and Settle". It fits the game more and feels more like The Oregon Trail.
  6. [quote name='Prinz Eugn' timestamp='1350430188' post='4990925'] I still like Tribelands or Tribal Lands. I think the former is a little crisper since it drops a syllable. Keeping "lands" invokes the control or movement over territory, as well as hinting at some sort of community. [/quote] Yeah... I'm almost 100% sure I'm going to go with Tribelands unless someone else can persuade me otherwise.
  7. [quote name='Cufufgit' timestamp='1350398847' post='4990739'] Have you considered just "Tribal"? [/quote] I would, but it's risky considering that there is both a corporation named "Tribal" and a popular game named "Tribes".
  8. Ok, I did some name switching and found that most people prefer "Tribelands" over "Tribal Lands". What say you?
  9. [quote name='Drakonka' timestamp='1350333340' post='4990504'] Name picking (for anything, not just games) is one of my favorite things to do and also one of the most challenging. I quite like Tribal Lands also - it's straightforward and utterly unpretentious. Also thanks for the link to your blog, I've been looking for dev blogs to follow! [/quote] Thanks for the follow! I'll be sure to follow you back [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] EDIT: Have a link to yours? [quote name='Prinz Eugn' timestamp='1350335530' post='4990520'] Tribal Lands is a winner I think, but for future reference, plugging words related to your theme into an online thesaurus and wandering around links wikipedia style (while copying words into a text document) is a great way to generate a lot of possibilities quickly. [/quote] Yeah, that's basically what I did to find the name. The problem isn't that there are lots of interesting words, but rather that a lot of those names have already been taken by large software companies whom I'd rather not start a legal battle with
  10. I just came up with "Tribal Lands". Is that good?
  11. Thanks! I compiled a list of what you can do, as you said I should: -You survive in the wilderness/nature, build shelter, get food, and make a home. You can then start a village and engage in combat/diplomacy with others. -You craft items and build up your stats so you can create a village, or just live as a nomad. You can choose to be a farmer, miner, craftsman, or warrior. -The game is set during the Bronze and Iron Ages during human prehistory. You can invent new items and build villages. -You can grow crops, mine ores, forge items, and hunt animals. Any suggestions?
  12. Heh, Jungletoe is my internet username I chose when I was 11 because I was trapped in a jungle in Runescape and needed a new character. It doesn't really fit my theme either. Is it possible to just stick with "Project Ember" as the actual game name? Until now, I've been using it as a temporary name, but Project Zomboid seemed to pull it off.
  13. Out of all the stuff that I thought would be hard to do, picking a name for my game is easily the hardest. I've been working on this game since the beginning of summer, and I still have no clue as to what it should be. People tend to prefer two-worded games like "League of Legends" and "World of Warcraft", yet I see a lot of indies using one-worded names like "Minecraft" and "Terraria". On top of deciding this, a lot of copyrights already exist for good names. What makes a game name good? Can you guys help me pick out a game name too? My blog is http://jungletoe.com and my project is pasted there. I aim to have it be a mix between Civilization and Minecraft (ugh... I hate saying I'm using it for inspiration, isnt everybody?). Therefor, the gameplay is based around wilderness survival and politics with local player villages. Its a randomly generated world where you can do anything to it. The setting ranges from early human pre-history to the early iron age. Thanks!
  14. [quote name='JTippetts' timestamp='1346815536' post='4976670'] Something that might work would be a hybrid algorithm. The world is generated procedurally on-the-fly, but any changes or edits done to the world are stored as diffs, similar to the process of applying a patch to source code. A particular world chunk would be generated using the pre-determined seed, then the diff files would be checked and any relevant changes made before presenting the chunk to the player. That way, you don't have to store the whole world, just enough data to represent the changes made to it. To be even smarter about it, you could track the number of changes made to a given chunk, and once it reaches a certain arbitrary threshold, then the chunk could be stored as-is, rather than as diffs. This could make heavily-modified chunks more compact and quicker to load. [/quote] I've actually thought about this. It seems a bit too complicated, but I don't know. If the game starts to lag then I'll consider it. I once played a game with a 10 million x 10 million map and it was done this way. For some reason it lagged terribly. I think it had to do with the heavy tile modifications in the game. Game objects were sent by the server. [quote name='odrega' timestamp='1346879406' post='4976980'] I don't know much about libnoise, but if you use the same seed won't it always generate the same map? Because if it did, you could store the seed on the server, send it to the player (who then generates it) and then retrieve x, y, health and inventory. Would that work? [/quote] Nah, sorry. The tiles change so much that it wouldn't be able to simply generate it. It would need to account for all the changes the players make.\\ [quote name='swiftcoder' timestamp='1346799957' post='4976601'] Basically, each client just generates the area of the world immediately surrounding that player, while the server has to generate the area(s) surrounding each/all players. [/quote] Thanks, I'm working on this now (but not infinite generation-- I don't want the maps to get too big!) I decided to generate 1000x1000 chunks. Each chunk is stored as a 25x25 PNG. The server loads the chunks around the player and sends it to the client. Object positions will still be held in a single XML file and constantly loaded (I just need to dumb it down a bit so that the map doesn't become overpopulated with objects. If it does, I'll switch methods somehow). This may not be the best way to store all that data, but it works and should be fast. I'll keep you guys updated.
  15. [quote name='swiftcoder' timestamp='1346793389' post='4976577'] If you are using a noise generation library to build your map, why not generate it on-the-fly in the client? That way you only need to generate chunks that are currently nearby the player, which reduces you to a very manageable amount of memory. [/quote] I would do that if I was making a Minecraft-esque game, but I don't think that will work with an ORPG... as far as I know. I'll look into it. Would an unlimited Minecraft-esque map generation style work if I have 64 players on at one time per server?