• Announcements

    • khawk

      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.


  • Content count

  • Joined

  • Last visited

Community Reputation

118 Neutral

About InternetFX

  • Rank
  1. [quote name='ILoveJesus' timestamp='1341781169' post='4957023'] I mean doubting could actually be realistic and maybe I should spend my time finding other ways to make money. [/quote] Doubt can be a healthy emotion. I would suggest, compare whether that doubt is a doubt of your game concept, or a doubt of your ability. If you doubt your ability, then "learn up", easily solved. If you doubt your game concept, then maybe you are onto something. Maybe your game needs an element or two that you haven't considered, and without those elements, the concept lacks. That's a healthy thought to have, and doubt may lead you to creating a better concept. Think of games you enjoyed. Consider what made those games fun to you, down to those small elements. List them all, write them down. Then see if any of those elements fit into your game in some other form. You may find that one or more of those "fun aspects" fits, and could multiply into other related elements that bring overall fun. Just some thoughts.
  2. [quote name='Truman' timestamp='1341679085' post='4956666'] My goal is to keep the server load to a minimum, which means a few design decisions that make sense at the moment, but server stuff is a little new for me, so please feel free to tear holes in these decisions and/or enlighten me on issues I may have missed. [/quote] [quote name='Truman' timestamp='1341679085' post='4956666'] Second, it seems like doing all battle calculations client side and then sending the results through the server to the other client would cut down the server load, and also simplify it so that I am not reproducing core C++ game logic in ruby on the server. This would probably work as follows, client A performs an attack that effects units 1 and 2 in the battle field, upload the attack name and the effects to the server. Client B checks the server and pulls the info, then simulates the attack, but in reality just applies the effects that client A uploaded. Rinse and repeat. [/quote] Since this sounds like it's not a web-based game, I'd suggest developing/implementing much of the game logic in C++ on the server, and abandoning using HTTP and web scripting for this. Server-side may be new to you, and writing a multi-threaded server with game logic may be a difficult undertaking, but it achieves the best results. It's pretty fantastic the first time you connect to your own game server from a mobile device, or from any game client for that matter. I have done some development on Android; for game lobbies and player authentication we send XML-based messages over a SSL/TLS layer to our own server; for turn-based we also use XML, and for live games we marshal game updates to/from the server in whatever binary format we want. We use Linux for our servers, and choose arbitrary ports for clients to connect to. In all cases the connections are live and interactive, unlike HTTP which requires you to present session data for each request and doesn't really give you simple bidirectional communication that is used in games. As long as the server makes the important decisions and the client just sends the player's intentions and presents/displays/animates the results, you can limit or prevent cheating. If the client can be modified to make better decisions or precise calculations for the player to their benefit, then even in the best scenario, a player can "cheat". If the game is designed such that there is no perfect or precise decision for a modified client to make, then you can effectively prevent cheating.