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      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 cronocr

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  1. I don't think it's that rare in the whole planet, unfortunately several religions, practices by small groups in religions, and even individual interpretations of religions, make people to avoid scientific medicine... with damaging, and even deadly consequences.
  2.       But I do appreciate the work you have done here, because for many of us it takes a huge effort to write almost 10,000 lines of code, because many times more lines have been removed to make an optimal piece of code. That means older versions, tests of possible solutions, optimizations, etc. Keep up the good work :)
  3. I got some, and I guess it affects your life as much as you care about it. Some things that have helped me:   1. Never wash your skin with cream/bar soap, use liquid soap instead. 2. Wash your skin before going to sleep. 3. Don't touch your skin. 4. Don't eat/drink fatty or sugared food.   Also humectant creams after washing seem to help the skin healing faster.
  4.   I would say those examples are sets of mechanics. A game mode has a more persistent aspect during the game play. A game mode could be two players sharing the screen, one of the players could die and the game would become single player, but the original mode selection is what matters. On the other hand NPC shops are temporary stages, unless you choose playing in the shop from the beginning, e.g. as a clerk, and you are mainly constrained to your role. That would be a game mode for a mini-game.
  5. First, yeah, I was missing the obvious: rules as game mode. That would be different sets of mechanics during the gameplay, that could change minimally or produce a whole new game/mini-game.   Just trying to find here the details that I have overlooked for the second-layer game engine. It also helps to proof-test other ideas already designed and implemented, and organize the engine's workflow by categorizing features. The tool should be as broad as possible to cover the different design decisions, whatever is too specific can be added as features or virtualized by the mechanics language.
  6. Well, the idea is allowing the designer to ask those questions and give the system enough flexibility to let him/her build the required character creator.   "What kind of character" is an artistic question, that's solved out of the mechanics in the highest level of abstraction. "What kind of game" is part creative and part mechanical, mostly related to the general aspect of the game genre. "What options do the character have" is mainly mechanical and quite specific. Solving this is the hardest problem from the second-layer game engine perspective, and requires adding mechanics features ad infinitum. The time spend can be compressed with a language of mechanics though.
  7. I found an old post that I contributed in another thread, it could be give you ideas:           http://www.gamedev.net/topic/631601-theoretical-multiplayer-game/#entry4982198
  8. Hmm, I'm already worrying about everything else:   http://gamelix.com/mechanics/GAMO_map.png   Ok, so the article introduces temporary game modes... but that would be like any other mechanic. I guest we could say that a game mode is a game mechanic that is applied globally, since the beginning of the game play, modifying the gaming experience. How does it sound?
  9. I'm looking for a list of game modes, but first, what is actually a game mode?     Remembering the classics, the game mode refers to the number of players and the difficulty. Nowadays what else could be considered a game mode:   Multiplayer Team Equipment/vehicle Level/map Spawn point Tutorial mode Any ideas?
  10. Thanks for your help, I updated the list and implemented the features with highest priority, hope to code the rest in the future 
  11. Some things that puzzle me about religions and anti-religions are:   1. Why atheists spend so much time coming up with ideas to disprove the existence of God? That actually transform them into negative believers. If God exists or not there is no need for believers or anti-believers, we don't matter.   2. If God doesn't exist you must highly consider life to be automatically generated in the universe. The universe is homogenous, the same events repeat everywhere, so you should have life everywhere. But I haven't found a person that doesn't believe in God that still believes in aliens, instead most of the people that believe in God also believe in the contrary solution for life as well.   3. People that believe in a good God spend way more time thinking on an evil God. Specially modern Christian religions seem to be founded either on Satan or the Apocalypse, bad entity and bad events.   Religions and anti-religions doesn't make or destroy God.
  12. Well, at this point the thread hasn't turned into a flamewar, and I'm resting from a lot of programming, so... why not. I have believed in God all my life and actually had a few spiritual experiences. I've never taken drugs, not even smoke, but two of my experiences happened during near death events. Also have experienced weird events like time slowdown, void visualization, info-addiction, and others, but I never associated that with anything spiritual, that's something from the mind. I've always been pretty interested in spirituality and science at the same time, and had periods of experimentation and even fanatism from completely different beliefs: Christian and New Age. I have also been very close to people that practiced these, and witnessed things that people would consider miracles, including demonic possessions and exorcisms. I've had brief interaction with Hare-Krishna and Tibetan monks, nuns, as well as other people that also had spiritual experiences. Also seen truly atheists scared by ghosts, and sincere believers taken down by the injustices of life.   My current view of God is that of a classic god, actually the one that most resemble it is Chronos, yes, the god of time that ate his children, that's at the same time the father and enemy of all gods. For me it's an individual and intelligent entity, that is not a part of the universe. It's good and evil at the same time. The fist greatest gift that Chronos gave to living beings is life and the second greatest is death. God can lie and play jokes, yet it's respectful of life and free will, and will not force anyone into believing in it. For the time being I'm a true believer of the God of Time, and I think every religion is wrong.
  13.   If you divide the population of an area in multiple servers, but still connect each player to each server, that won't remove the complexity, you are just replicating the areas and their population. If you want to split the population you have to communicate the severs between them.         If the server is not authoritative, it doesn't matter how simple or complex the interactions are, since these are calculated in the client side. But if you don't want players to cheat you need to calculate most of the interaction from the server side. Even the simplest approach doesn't remove the requirement to transmit and process a huge amount of data in a small frame of time. And the problem is that you have to return the result of every other player in the same area to every player.     I think that theory is related to clients that don't interact/see all of each at the same time in milliseconds. Maybe for 5 people working on the same document and updating changes every few seconds? But when there is full interaction, there is probably a decay in the capacity achieved by stacking servers. If you manage to optimize this to the point of making it linear, then you will be spending a linear amount of money. That is without including the bandwidth, infrastructure and maintenance/managerial personnel of the farm. Otherwise, the amount spent will be exponential until reaching a point when the stack of servers won't be effective. You could prolongate the curve by creating a hierarchy of severs, but the exponential cost will still persist.   It's an interesting problem 
  14.   There probably are several MMO games with server software that is designed to support millions of players... the problem is finding, buying and maintaining all the hardware that is required to run it.
  15.   That's even better because that means there is room for improvement. As an exercise you could find out what makes that game suck, then clone the good parts and improve the others, replacing or adding new elements. For example, I like a crappy game called Prision Tycoon. The idea behind this game is interesting and there are plenty of opportunities to make it entertaining, but it seems the developers made several bad decision during execution and also release the game in a broken/unoptimized state. So it can be greatly improved and many people play this broken game because there isn't anything similar, so there is also a market.