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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 jmcomets

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  1. Encapsulating the library is exactly my point, this was what I was going for at first, but in that case I would roughly need to write wrappers and callbacks for a bunch of classes. Is there a way to avoid this, or should I just shut up and code? Oh and Input used to be a namespace actually [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img], I can't remember why it was decided to change it to a struct though.
  2. Hi all, Currently working a school project which happens to be a multiplayer 2D platform / fighting game, I'm now organizing all the classes in different subgroups, mainly to allow a certain level of abstraction when handling game objects. Basically right now this is what worked out for object events / handling / viewing: [indent=1]An [i]Object [/i]class allows abstraction for game object updating.[/indent] [indent=1]An [i]Input[/i] class represents a state of user input (keyboard, mouse, joystick).[/indent] [indent=1]A [i]View[/i] class provides an interface for display, and will probably be extended by an [i]Animation[/i] class.[/indent] [indent=1]Associated [i]Observer[/i] classes update these [i]Subjects[/i]' state ([url="http://en.wikipedia.org/wiki/Observer_pattern"]Observer pattern[/url])[/indent] The idea is to do the 3rd party-specific operations in the [i]Observer[/i] classes (events -> [i]Listener[/i], rendering -> [i]Canvas[/i]). For example, for the Input module: [source lang="cpp"] struct Input { class Mouse { public: enum Button { Any = 0, Left = 1, Right = 2, // etc... }; bool IsDown(Button = Any) const; protected: friend class Listener; void setDown(Button); void setPos(int, int); private: int btns_down_; int x_, y_; } mouse; class Keyboard { public: enum Key { A, B, C, // etc... }; bool IsDown(Key) const; protected: friend class Listener; void setDown(Key); private: std::set<Key> keys_down_; } keyboard; // similar for joystick }; [/source] But so far I can't figure out how to do this specifically in the observers, without introducing dependencies in the [i]Subject[/i] classes. This problem is mainly present concerning an object's view: concrete classes need knowledge about camera, alpha blending, coloring, etc... Besides the obvious impossible solutions like "code up SFML / SDL / Allegro / whatever", what options do I have? Is it actually possible (in practical cases) to separate these APIs from the game core, and if so, is this overkill?