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      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.

Zuhon

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  1.  Just what I was looking for! Thanks!
  2. I'm going to split this into two different questions. They are related, but slightly different.   Firstly, how do you go about stopping people from cracking/leaking your game code? Assuming you're developing for a game you plan to publish (that being not open-source), how do you stop people from getting the source? I use Code::Blocks for my C++, and I don't know if the default .exe generated file is completely secure. My "Hacker" friend says he'll even try to crack the program; and I think he will.   Secondly, what's the best copyright method for an indie developer who's game isn't open source and people won't be able to resell it or republish it, but they can develop modifications for it? I don't want to block the community from being able to do what they want to do with my game; but at the same time, I'll be needing to pay bills.
  3. Just a silly quick question, but can somebody compile a list or send me to a link giving information on how to be an honorable indie game designer, that people won't look down upon? I've already thought of a couple things.   No DRM. Don't make deals with large companies. Don't charge full retail price for your games.
  4. Hey! I'm working on my first few games, and I'm trying to learn everything about design I can. One thing though, that I haven't gotten a clear answer on, is how games can be heavily moddable yet not open source? The only realistic answer I've gotten is "In order for your game to support mods, you have to code an entire modding API." Is this the truth? I really want to support the modding community with my games, yet I don't want to make it open source, thus free.   Any answers appreciated, thanks
  5. I am creating a hyper-realistic space exploration game which is going to need extreme graphics. Would OpenGL or DirectX be the best option?   I've heard so many great things about both, but from everything I've seen and heard; it seems like DirectX is more high end and up to date with the current drivers. Is this true? One of the people assisting me with the game is insisting I use OpenGL, saying that slowly it's going to replace DirectX.  And that it's "The graphics library of the future". I just don't know if I can believe him.   Please note: I have absolutely no coding experience with either of the graphics. I am willing to learn either though. I just need to have a solid answer on which is the good choice.   Additional Info:   The game is being made in C++   I am getting a GTX 690, so I will be able to code efficiently in DirectX if I do choose that.
  6. I am creating a massive space-exploration game.   After the SimCity fiasco, and other fiasco's related to people hating DRM games, such as Diablo III, is any form of dedicated servers/DRM for a game considered bad? If my game is entirely multiplayer, and that's how the game will always be played; it's not a single player game at all, is it really bad? For example, the previous SimCity games WERE single player and it is the type of game that COULD be single player and work fine but it's not. But a game like World of Warcraft couldn't really be played without advanced player economy, interactions, etc. You don't see anybody freaking out about that games DRM.   For a game like mine which the entire game revolves around multiplayer mechanics, would I receive hate for having dedicated servers which you must be on to play?   Basically what I'm trying to ask is if DRM is ALWAYS a terrible thing in the eyes of gamers, or if there are variables involved, and a game like SimCity or Diablo III has no excuse for being DRM?   Thanks.
  7. Hey, I recently started thinking about how I'd sell my game. I took it for granted before, but recently I've been looking at other game sites and I'm wondering: How do they distribute their software? Take a website like www.minecraft.net for example, when you press "Buy", it brings you to a sheet you have to fill out and then after you've payed, you get your game. How do they do this? It's obviously not as easy as putting up a Mediafire link on your website. Does it have to do with eCommerce? I did some research on my own, and I found a website called BMT MICRO which distributes your software without a client, but I've read it doesn't combat piracy very well, plus, they claim 20% of all earned revenue. I don't want any suggestions of clients you can sell your game on, like Steam, please.
  8. [font=times new roman,times,serif][size=5]You can read a snippet of information on our game at [b][color=#ff0000][removed][/color][/b].[/size][/font] [font=courier new,courier,monospace]Hello, I am looking for voice actors for the game I am developing. I have a small audition test script; please send your audio clip to [b][color=#ff0000][removed][/color][/b].[/font] [font=tahoma,geneva,sans-serif]If I like your audition and it fits what I'm looking for, I will send you an email back notifying you. I ask that you have an excellent quality microphone. No fuzz, no background noise, etc. Although if you currently have a non-par microphone and you plan to get a AAA microphone in the near future, you may submit with your worse one. The following is just the test script, it will not actually be used in the game; Just for me to judge if I like your voice or not. Please do both characters to the best of your ability![/font] [img]http://i.imgur.com/CymRX.png[/img] Title the email "Zuhon Voice Audition By (NAME)". [size=2]thanks![/size]
  9. I am currently working on a multiplayer space adventure game, I have some minor questions about the development. Any help is greatly appreciated! 1: Regarding hitboxes, is it possible to completely get rid of them and just have the collision as the actual mesh?. If so, why do they still use hitboxes? 2: How much do no-lag game servers tend to cost? 3: Is it even remotely affordable to use the animation technique the industry uses by hooking cords and cables up to you and you physically do them and it maps it into an animation? 4: How are realistic textures created apart from taking real life photos? I doubt people individually put pixel to pixel. Is there some sort of customizable randomizer that people use? 5: In my game, you will be able to go to multiple planets in real time, meaning no separate cells, dimensions, worlds, etc. How would this be possible? Is there some sort of trick that allows massive amounts of space in one world without any noticeable model changes, or anything else that takes away immersion? I'm thinking something (sort of) like Eve where the entire galaxy is one space. Expect the planets are fully explorable and unique. Thanks!
  10. The Battle for the Camps
  11. [color=#2f4f4f][size=6]OVERVIEW[/size][/color] [font=tahoma,geneva,sans-serif][size=3]Zuhon is a MMORPG, (Massively Multiplayer Online Roleplaying Game). You can read more about the game at www.zuhon.com. I'm looking for talented voice actors to be the In-Game characters, Both male and female. [IMPORTANT - This project will not pay, it is sully for the experience, And the accomplishment.][/size][/font] [color=#2f4f4f][size=6]DETAILS[/size][/color] Try and make your voice the following: *Exciting *Slightly Barbaric *Informative *Medieval [font=georgia,serif]The biggest requirement is having a perfect quality microphone. No background noise, no fuzz or anything of that nature. BUT, if you are planning on getting a better microphone, you can still submit the voice over with the lower quality one.[/font] [size=6][color=#2f4f4f]THE AUDITION SCRIPT[/color][/size] The real script will be longer (about a page). This is ONLY for the audition. "Hello Adventurer!, you must be new, I haven't seen you in these parts before. Well, welcome! my name is [males] Jonathan Montague. [females] Almanda Far. This is the town of Grac. If you would like any more information, speak with Dudley Ironside just across the river. He's the big burly one reading that book on magic." [color=#ff0000][size=4]SEND YOUR AUDIO FILES TO: ZuhonContact@yahoo.com[/size][/color]
  12. Hey there, I'm creating a MMORPG game, and It's doing pretty good but I've run into a dead end, the Voice overs. Yes, It's silly but any microphones I've ever used pick up too much background sound. I'm looking for an Industry standard Voice recording condenser microphone under $1000. And also, does anybody know if theres any soundproof studios for sound recording in Portland, OR that are for rent? I'm guessing it's mostly private studios for game companies.
  13. Hey, I'm a noob with C++, i need some help. I'm trying to make a text RPG, but i have a problem. I have two options, one being "walk" The other being "see", and each one has a different response. But for some reason when i type either one while playing it just says "WinLose" rather than one option being "Win" and the other being "Lose" I have the curly brackets how they should be, but it still says them both. Help! #include <iostream> using namespace std; int main() { cout << "What do you want to do?" << endl; int walk = 1; int see = 2; cin >> walk,see; if(walk==walk){ cout << "Win"; } if(see==see){ cout << "Lose"; } }