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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.

Lancert

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  1. [quote name='CJ_COIMBRA' timestamp='1345659335' post='4972295']I am curious about the networking part. I tried myself to do a similar game with 4 player multiplayer option but I quit at a certain point. Do you have all the scope defined (regarding multiplayer) ?[/quote]Not really. Networking is something I have never actually touched (besides some networking classes which were at a very low level), which is why I wanted to do it. It's sort of lower on the priority list, though. The game doesn't really function with something of that sort, though. The game we wrote in class worked like Heroes of Might and Magic hotseat. ;) The other alternative is writing AI, haha. Which could be interesting in itself. I will take a look at those other libraries, thanks. I don't orient well in C++ libraries for some reason.
  2. I was thinking of doing a little project for myself where I would write the Settlers of Catan game in C++. This is to practice a few separate things: - first of all, C++ itself. I never got really familiar with it, and I am a horrible book reader. I work much better when I have a project in mind; - second of all, 2D graphics. I would like to use DirectX here, because that is what is used in the gaming industry most of the time; - third of all, networking, i.e., the online multiplayer. The Settlers of Catan game has enough small problems in it to make it interesting to program, and it doesn't require too much work in terms of drawing things, so I could get away with sloppy bitmap images for my pictures. The program structure part of it all is hardly a problem for me. I have already written a Settlers of Catan game in a different language (although I'd prefer to design it much differently this time around), this is more of an issue of doing it in C++. One of my concerns is the Settlers of Catan license. We made a game after theirs in class no problem, except we called it something else, but I'm not sure if that's actually allowed. There are no commercial plans for this project; rather, I'd like to have it open source and show my friends the steps I went through in making it. I'd also like to use it for my resume. So it would be relatively public. Another concern is DirectX. Does Microsoft permit free use of DirectX for non-commercial purposes? Can I just download the SDK and use it? Does that extend to DirectX 11? Do I use Direct3D or Direct2D for what are going to be 2D graphics?