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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 hustlerinc

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  1. We can't possibly know if YOU can achieve this with YOUR skills. We have no idea what you learned during this year of playing around with C++. There is however an easy way to find out for yourself if you can do it. Try to imagine the code needed for specific parts of the game. For example what will the unit objects look like, how will they interact, how will you structure the map and all the buildings/trees/mountains, and so on. If you can solve the code in your head there is a good chance you can do it when coding aswell. But since you have to ask the question, my guess is no, you are not able to finish this. Start by making some small games and build your skills.
  2. It could be fun if you simplify it. Instead of having to program, make up your own imaginary snippets, like "find that", "delete this" and "inject a little of this". Basically make a short, easy to remember pretend syntax, for actions to perform on a computer. Gamers are not often programmers themselves. And someone that knows hacking good enough to play your game probably finds it more fun to hack IRL. I probably wouldn't play a full game of it, but having it as a major mechanic in a game could be fun.
  3. [quote name='Cornstalks' timestamp='1344047408' post='4966016'] [quote name='hustlerinc' timestamp='1344047167' post='4966015'] On the other hand clones of [url="http://www.gamasutra.com/view/news/172625/Judge_rules_in_favor_of_Tetris_Company_in_cloning_dispute.php"]Tetris are being shut down[/url] because they use the same mechanics in their games. [/quote] No it wasn't. Read the judge's comments: [/quote] But the judge ruled in favour of Tetris company, atleast judging by the title of the article. I don't know what that means as far as consequences go, I just assumed.
  4. I'm wondering where the line is drawn for plagiarism. There are tons and tones of clones of other games, all the farms on facebook and mobile phones is the best example. Every decent social games developer seem to have a farm game, some I've seen even have 2. On the other hand clones of [url="http://www.gamasutra.com/view/news/172625/Judge_rules_in_favor_of_Tetris_Company_in_cloning_dispute.php"]Tetris are being shut down[/url] because they use the same mechanics in their games. Hasbro sent a cease and desist letter to the creator of a copy of the game Risk using the Google Maps API resulting in the game shutting down (couldn't find much information about it on Google). And now [url="http://www.gamasutra.com/view/news/175362/EA_sues_Zynga_claims_The_Ville_is_a_copy_of_The_Sims_Social.php"]EA sued Zynga[/url] for copying, and maybe even mocking The Sims Social. While the last case is pretty obvious and I kind of hope EA wins, the other 2 examples aren't as obvious. Sure they use the same game with the same rules, but should you be able to copyright game mechanics? Mino added new features to the game, and even though it looks and feels like Tetris, I wouldn't say it is Tetris. And Google Maps Risk takes the original Risk to a whole new level. Should chessboard makers be able to sue other chessboard makers because they use black and white teams, on a black and white board, with the same rules of gameplay? Where is the line drawn? Is every clone out there risking being sued and shut down?
  5. [quote name='Stormynature' timestamp='1343883646' post='4965400'] [quote name='hustlerinc' timestamp='1343880858' post='4965393'] If someone has an idea actually worth making they won't just give it to you. [/quote] Not absolutely true. Yes I have no doubt that some people will be quite unwilling to share or gift ideas for apps in the belief (rightly or wrongly) that they will make it themselves or somehow profit by the "idea" (though the "how they will do it" has probably frozen many ideas from becoming a reality). But I have no doubt that there also people whom are quite willing to throw out ideas with no regard to personal enrichment beyond that of possibly seeing an app idea of theirs made into reality. And the only app I have ever felt like having is an app that warned me of people I did not want to meet or alternatively did want to meet being in the same immediate geographical area as myself and the optional map associated with it to enable avoidance/meeting. However not really being a user of apps and having a mobile phone only as a necessity for work-related issues, I have no idea whether even such a thing exists. [/quote] Yeah you're right about that, but I thought more of like the "next Angry Birds" or something in that fashion. Based on how all his previous projects have failed he seems to be looking for something that makes him money. I also like your idea for an app, but this would mean the person you don't want to meet has the same app, with GPS location turned on. Needs to somehow use facebook and be really big to work. Another one would be alerting when someone you do want to meet is within a 1km radius, but this also requires GPS location being constantly on and feeding the app, which drains battery.
  6. [quote name='CulDeVu' timestamp='1343920992' post='4965552'] [quote name='ShawnCowles' timestamp='1343912870' post='4965513'] Not sure how difficult this would be, but an app that lets the user play Risk (or something similar) using their surroundings as the board. You could use google maps to find nearby cities (use those as territories) and major roads (those link the territories) [/quote] That would be so awesome [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] [/quote] This has been done, and [url="http://games.slashdot.org/story/05/12/04/145224/risk-on-google-maps-shut-down"]shut down by Hasbro[/url]. A spin-off of this and monopoly called The Great Land Grab is available for android and iphone devices. Haven't played it myself, but it's kind of like monopoly where you buy land, but to buy it you have to have been there before. Which takes a game into real life travelling. I'm sure you can create a game [b]like [/b]risk but be careful to not get too similar, because you will get sued. The Google maps API is easy to use. Maybe take The Great Land Grab with it's location based owning, and adding troops to fight against nearby players to take their territory. The place you spend the most time becomes sort of a headquarters and increases the moral of the troops.
  7. If someone has an idea actually worth making they won't just give it to you.
  8. [quote name='_for_science' timestamp='1343567345' post='4964242'] (Is there a competitive sport with more than two teams at the same time? Really, I'm not a sports person at all.) [/quote] Alot of motorsports has more than 2 teams in a race.
  9. Tibia handles this sort of good. They use a skull system, where a kill gives a white skull and 15 minutes locked out of protection zones. If you kill 3 people in a day you get a red skull for a month. Anyone with a skull are free to kill for anyone (the attackers get a yellow skull allowing the skulled to protect himself without consequence). If you die with a redskull you drop all your items when killed, so you don't want that. I like that system, but it could be improved.
  10. Anything 2D will be predrawn frames. For example you can have animation for "falling" where his hands reach for the air, and the cloak is flapping over his head, this could consist of 3-4 frames, that you play in such an order that it makes it animate.
  11. I've been thinking about this for a while myself. But in a different way than you are. Would your game be real time or turn based?
  12. [quote name='riuthamus' timestamp='1342597248' post='4960366'] I had thougth about maybe putting a box there that would let you drag and item in there, and it would tell you how much the item was worth, and what the item was made of, so you could get a general idea of what is needed to craft that same type of item. [/quote] That's a good Idea except for the dragging part, don't overcomplicate things. Like KenjiSenpai said, leave it at hovering. An even better approach would be to toggle a floating box with the item info when hovered. But then the empty area is still empty. Do you mind if I ask why you need that area at all? Usually you put areas, boxes, whatever because you have a use for it. What you're doing is trying to find a use for an allready existing box. What's the point? Some kind of optimal size for the window? I would say the best thing would be to just remove the upper part, since it will look empty and misplaced when neutral, and showing item information has better solutions.
  13. The only way to make a big game is to start small. Noone starts writing the first line of code and testing it the first time once the whole picture is done. You start simple, "Hello World", game loop, getting a map on screen, handling inputs etc etc. Constantly testing, and when satisfied, moving on to the next milestone adding features as you move towards the end goal.
  14. [quote name='glhf' timestamp='1341748454' post='4956899'] And If I just start with the game.. How do I make the networking because there's no lobby that the players can connect into the game through? [/quote] There's a flip side to that coin... If you start with the networking, how do you it's working if you don't have a game to test it with? I'd make the game first, get a map working, put a player in it, then when you are ready add a second player and at that point start worrying with the networking.
  15. So basically the player starts at the top "level" with the highest rank in spells, full talent tree etc?