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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.

kushinn landoky

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  1. Ugh... I hate how this myth persists... in most cases the console and PC games are developed at precisely the same time from the same code base and the same basic asset sets - there is no 'porting' of code going on. In our games ~95% of the code base is the same between platforms and at any point during development you could compile the game for the target platform and it would run. If the UI is 'bad' it is because it was a design choice made which probably had very little to do with what platforms were being targeted. I put up with this myth/misunderstanding on gamer forums, because frankly those guys are laughably clueless at times, but it shouldn't be something which persists on a development forum...   In some cases, it's only false on a technicality. In my experiences, our engines were cross platform, so the game would run on PC/360/PS3 pretty much the same throughout the entire development cycle. Even when we were making a 360-only game, or a Wii-only game, most of the staff would be developing on the PC -- so it's false in that regard, the game is developed on the PC. However, our publisher usually didn't want a PC version at all, so that build wasn't released, or they would want the PC version 12 months later (apparently to avoid PC piracy impacting console sales). In that latter case, the publisher would also want this late PC release as cheap as possible, so one person would be assigned to dig up the 12-month old code and assets, and get it presentable. A small team would then work with QA to fix any (severe) PC-specific bugs that were reported, and to integrate platform APIs, like GFWL or Steamworks. The smallest amount of money possible would be spent getting this PC build out the door, which meant: * no extra graphical options, even though we could've easily added higher quality settings. * no GUI menu for customizing controls. You play with a 360 pad, use our keyboard layout, or hack our config files. * no tweaks to the in-game UI to better suit keyboard/mouse controls, rather than one optimized for game-pads. * a poor online experience with a quickly ported GFWL matchmaking/friend system, even though every gamer despises GFWL. * no support for modding of files, even though it would've been easy to release the toolset and despite the quite large group of fans waiting to create mods for us (they'd already set up a website/forum to share their mods) to extend the life of our product... * and once: frame-limiting the game to 30Hz (which is what the consoles ran at), because the AI performed differently at other frame rates. So despite them not technically being "ported" to the PC, I have still worked on enough "cheap PC ports"...     this voice in my heart
  2. Boy, I have carefully read your codes, and found a lot of bad problem. Although does not cause any errors, I would suggest that you read more books about the C++ programming language . Game development is not easy, but I hope you persist. Then, I have listed some problems: 1.std::string //using a reference when you get/set it from external (Note: copy constructors) 2.don't add "using namespace std" directly in your code, in especial the C++ header files; 3.what's the difference between private, protected, and public. Good Luck!