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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 mk.jr.fan

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  1.   1) It is a 2D game. The items that the player has will have instant effect as there will be no place to hold the items. I could make it so the player can visit the store to swap out previously bought items for no cost. 2,A) He will not have a list as bucket upgrades are direct and provide no trade off, so there would be no reason to switch to an older one. 2,B) He will have the latest bucket he purchased. 2,C) The bucket is not in any inventory. The inventory is meant to hold just caught fish. 3) I am currently unsure if there will be a point of switching, but I'm going to say there will be no reason to downgrade as new boats will always be direct upgrades.    Also I'm starting to understand the idea behind having different classes that hold the item's data. I actually think I was somewhat starting to develop that when I was first trying to make the store.
  2. Thank you guys so much for the help! As what Servant of the Lord said about my question, we kinda did get a little off topic. But I guess I also forgot the original question after  reading some of the replies. Since I do not know how many items I plan on selling, it seems best that I fully plan that out first.    I really like the idea of breaking things down into parts as suggested by switfcoder:   But I'm just a little unsure how this works. Like if it was buying an item from a store switching from tap to hold, what would be executed once it was bought? Also @Servant_of_the_Lord I am planning on having multiple stores, but I do not understand your second example that well.  For example, I am not sure what this means because I'm not familiar with the language. struct Hook { /* etc... */ }; struct Rod { /* etc... */ }; struct Propeller { /* etc... */ }; struct FishingNet { /* etc... */ }; struct Bucket { /* etc... */ }; And how the shop code works. Could you please explain it a little more?
  3. Thank you Onigiri Flash for the illustrations, they really helped! I like both ideas, but Onigiri's seems more practical in my case because controlling the boat might change. For example, I'm going to have a row boat that requires a constant press to keep moving and speed boat that can move by holding a button.   But I might do both if I'm going to have many boats in different subclasses. 
  4. Thanks for the reply! Wow I haven't thought about polymorphism in a while, I think I'm going to need to refresh myself on it.   I use java, but I don't really understand your example that well. Are StarterBoat and MegaBoat two objects that extend the class boat?
  5. I am currently making a fishing game and I wanted to know what would the best approach to making a shop. In the store it will sell boats (to increase speed in the ocean), hooks (increase the number of fish that can be caught), rods (increase how far the hook can go), and buckets (increases the inventory space). Should I be making classes for each individual item? Or have a list of stats that change the starting items?   Thanks for any help!
  6. Just a quick question, if I were to create the drawing app for html5 will it work for mobile devices? When searching online for tutorials, the examples wouldn't work for my tablet.
  7. Hi I want to make a simple drawing game that I can use for a class project. The idea is that I post a url on the screen and people type it in on their personal device (very much like Kahoot!). Once I feel like everyone has joined I'll start the game. The main purpose for this demonstration is making a collaborative drawing, so I would like it to update people's drawing on the board as they draw.   My main experience is programming in java and using that to program small games. Any idea on how to make the website and/or drawing app? Thanks for any help!
  8.     If it was more cartoony or pixelated style, would it look weird if a bass was the size of a boat? Or could it possibly make sense that underwater the fish look bigger and then once they are reeled up they become smaller?
  9. Hi, I'm currently trying to create a fishing game and was having trouble determining a scale in which to make the fish and player. For example, would it look out of place if a goldfish were bigger than the boat trying to catch it? Or should I make the goldfish smaller than the boat?   The problem I'm having with scale is that the bigger the fish are, the bigger the world, which could lead to optimization problems. I also don't want to make the fish too small as that would make it harder to see. (As an aside question: If I'm working to make a game for PC is there a size I should stay above so it's not too small for the player to notice?)   Does it make a game look better if it's too scale (or close) or does it not matter?
  10. @TheChubu: Thank you for providing me with a base for my research.   @braindigitalis: That's an interesting post I'll definitely be looking through that.
  11.   I'm having  trouble looking for tutorial or information on how i would be able to go through each pixel in an image. Is there somewhere you can point me to or give me a key word to look up?     No problem, it's basically going to be a fishing game that I was going to use to work on making collision checks more efficient.  The game world is divided up into a grid that is used to detect collision. The collision grid basically sorts where the location of each object to make a collision detection more efficient for smaller moving objects.
  12.     Would you have any tips on how I could dissect an image in java to use it as a level?         Are you suggesting I make a text map that has numbers and letters to represent what each block on the map represents?
  13. Hi I am currently making a fishing game in Java and I wanted to know how I could make a level editor for my game. The game world is divided up into a grid that is used to detect collision. The collision grid basically sorts where the location of each object to make a collision detection more efficient for smaller moving objects.But for solid objects that players can walk on and bump into (like land and sea walls), I plan to make it different where one block of land fills one unit on the grid. The only problem is that I'm not sure how I can place these blocks in a more visual way.   I understand that I could possibly use a text editor and fill the map with 1s and 0s, but I would like the possibility of making a map/level editor. Would it be possible to make an image and let the program interpret that from a file or should I make a level editor in game? Is there any other way to make a level editor?   Any suggestions or help would be appreciated! 
  14. @rip-off Yeah I guess your right. If I want to make it the best I possibly can I should go with what I'm familiar with. But I was wondering does it make sense to continue learning C++ while working on the game in Java?   @Glass_Knife Although I probably wont be buying the book (I'm broke), that is a pretty nice compilation of tutorials!