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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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  1. He is poorly explaining that section. When he says, "subtract half the change in size of each dimension that results from each turn" He means... For my example, imagine the 'T' piece. " the size of each dimension"- for the T piece, it is 3 squares across (the x dimension) and two squares up-and-down (the y dimension) If you were to rotate the T piece clockwise, so the part currently sticking down is sticking out to the left, it would be flipped to 2 squares across (x) and 3 squares up-and-down (y) The change in size for each dimension is then 3-2=1 (X dimension) 2-3 = -1(Y dimension) half the change in size: 0.5(X Dimension) -0.5(Y Dimension) At least, thats what it seems like he's saying to me. I'm actually not sure how that helps, and like he says, " you have to think about whether this difference should be positive or negative."
  2. I have it working currently by the client sending 9 bits on each update, 1 whether he clicked or not and a byte for a position (I decided since I am coming up with an arbitrary number of inventory slots it might as well be 255 slots instead) The server then does what needs to be done with that position and any item the player is holding. Currently, it then sends back the entire inventory array. (255 * 1 byte) You are saying I could send back (1byte position, 1byte itemID) instead... that would be quite good [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img] I may bring it back to 400 slots if its only two more bits, I'm starting to better understand how to get the most out of each bit. As an afterthought, I can also save the bit on whether the player has clicked and just send the item position when the player clicks couldn't I? Thanks for the response, the help is much appreciated and every little "bit" helps. [img]http://public.gamedev.net//public/style_emoticons/default/happy.png[/img]
  3. I've looked on Google quite a bit, trying to search multiplayer inventories and such, but I'm mostly getting results related to databases or minecraft. So while I am asking here, in addition to answering my questions, I will happily look at any links you may find useful to my situation. I am programming in c#, but I can at least understand code in whatever you guys throw at me. I'm working on a multi-player rpg that has an inventory system similar to Diablo's in that the player has many "slots" they can store items in, and some items take up more than one slot. Currently, my intention is to set it up like so: Inventory: 20 x 20 (400) slots Server: int array[400] playerInventory. //Stores item id's Sends the array to the client Client: receives array of itemIDs, sends any player input, //clicked an item? //moving an item? so, my Questions: In case it is relevant, I am using C# with XNA, Lidgrens 1) What should I use as the array? ints are much larger than something else I could use, yes? 2) How often should I send such a large amount of info? 400 itemIDs seem like a bad amount to send. I was thinking of having a game state monitor, which would let the server know when the player is looking at his inventory screen and only then send all the itemID's, I dislike that solution because I feel there are better ways. Help? 3) How should I send the player input? If a player clicked the item in slot 123 (to pick it up / hold it with mouse) should I send: playerID, actionType, itemSlot. Are there any bugs that I need to be aware of if I do it this way? (latency bugs, possible item dupes?) In conclusion, I want the inventory server-side so it eliminates hacks related to items and inventorys, but I am aware of networking limitations (aware they exist, not what they are) as far as sending and receiving data. My current solution seems like it would send/receive too much, and I am trying to optimize that interaction between client and server. Any help is appreciated.