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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='colinhect' timestamp='1328205161' post='4908791'] The separation of tasks that you describe doesn't sound like a good candidate for multithreading to me. In general, separating persistent things like UI logic, game logic, rendering, etc ends up not gaining much from multithreading and makes coding/debugging it much more difficult. Threads are more useful (and manageable) for things like asynchronous resource loading or short term parallel computation (updating unrelated entity components simultaneously or a parallel algorithm for frustum culling, etc). In my opinion the concept of tasks is a bit redundant since you will naturally separate things like entity logic, inventory management, and interface logic into separate modules anyway. To formalize them into tasks would not give you anything you didn't already have. [/quote] Fair points. I think the decision to break down states to tasks may have been more motivated by our reluctance to classify menus and inventories as states, and end up with a huge laundry list of them. We intend to have several menus and interfaces that overlay the game world that can be opened and closed, so the ideal of concurrent objects seemed initially appealing but I suppose unnecessary. So if we wanted to have these interfaces, as well as maintain and render the states beneath them I imagine a state "stack" would be the ideal solution, with the top most states determining if the state beneath it should handle events, update, or render. Would the ideal of breaking large states (menu & game for instance) into a small subset of internal states that manage their own smaller stacks reduce clutter or just be more hassle than its worth? We're trying to get most of the large design decisions made before we start working on things to prevent having to re-code large portions just to add features X and Y.
  2. Hey guys, a long time reader, first time poster. Currently I plan on starting up a fairly large scale project with a few friends and we're looking for a bit of feedback on the gamestate system we plan on implementing. The game is being written in C++, SDL, and OpenGL. So I've read through old posts like [url="http://www.gamedev.net/topic/337919-using-a-stack-for-the-gamestate/"]http://www.gamedev.n...-the-gamestate/[/url], and we've developed a bit of a hybrid system between several systems mentioned there. The application would have both a StateManager and a TaskManager, as we plan on eventually multithreading the program. The StateManager would call handleEvent(), update(), and render() on the current active state, as well as be able to set the new active state when the current state dictates. States would be broken up into things like an introState, MenuState, GameState, etc (fairly common). Now within each state things will be broken up intro several tasks. For example the menuState will have a 3D scene being rendered in the background as one task while the menus are another. The gameState will have the "game" being one task (or a series of tasks in itself), and any inventory, in game menu, etc will be separate tasks. I've seen people talk about making these separate states, and even talk about using a stack so you can layer them on top of one another, making overlapping renders easy, but conceptually an entire state for a 3D game and then a state just for each small menu seems wrong. The taskManager would manage the tasks within each state, maintaining a priority list. As I mentioned before this will allow us to eventually implement multithreading much easier as individual tasks can do their work separately, causing minimal conflicts (obviously there are still a few concurrency concerns but we all have decent experience with multithreaded programs, I'm sure we can handle it [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]) So my question is what do you think? Are we missing anything? Does this seem like a workable framework for a large scale game project? As an aside, I've seen many sources talk about using singletons for managers and/or states and tasks since you'll never have two gameStates running, or your inventory open twice, but singletons make us nervous. I personally have always been taught to use them when they are the ONLY alternative (like a logging system). Also, with our currently described framework, will the overlaying of tasks (menus overlapping with a rendered game scene) be difficult without a stack?