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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. I think it is a dangerous path. Mainly for the "naive" reason: you have no idea what you are getting into and what budgets are required. So, in the best case, you'll end up working with a decent developer and artist, and sell a [i]few [/i]copies of your app. In the worst case, you'll delegate an over ambitious project to a cheap developer (in both senses) and burn through your bucks without completing it or end up with some crap. Therefore, I basically have two advices: - think small, try it first with a [i]simple[/i] game (...and this would help you to check you found the right people!) - ask the most ...knowledgeable... developer friend you know to interview developer candidates Despite I would be reluctant, I think everything is possible ...provided some effort, luck and care. It's a bit of gambling though, and I would say the odds are not on your side.
  2. Tip 1: always prefer interfaces to inheritance An interface defines what functionalities an object should provide Inheritance is a "is a" relationship, and a way of reusing code among similar objects. As for the rest, in what classes you should put what method, the best is to follow your intuition where it fits the best. There is no golden rule for that, it is too case specific. In the process of doing it, you'll certainly acquire a better feeling of what to place where. Tip 2: Refactoring and improving the code as you go is always a good idea. The time it costs now will be saved several times in the future.
  3. I personnally prefer a "per-unit" initiative, it makes the game feel more interactive. My 2 cents.
  4. Hi, I recently made a small game prototype here: http://be-the-hero.net (the game is also at its inception, therefore it's a but clunky and evolving) ...however, what it lacks the most is a good writer. As such, the obvious question is: where could I find a good writer who might be interested in this? Help is greatly appreciated.
  5. 1) Intuitively, I think I would divide it into following classes: [CODE] class Player { Weapon weapon; // ... } interface Weapon { Bullet shoot(...); // ... } abstract class Bullet { Vector2f position; int direction; // ... } class MachineGun implements Weapon { /*...*/ } class MachineGunBullet extends Bullet { /*...*/ } class RocketLauncher implements Weapon { /*...*/ } class RocketLauncherBullet extends Bullet { /*...*/ } [/CODE] 2) Ideally, your: [CODE] setState(GameEntity.State.idle); [/CODE] Should be triggered by a "mouse up" event to avoid any confusion / synchronisation problems. The following seems also to make more sense to me: [CODE] if (input.isMouseButtonDown(Input.MOUSE_LEFT_BUTTON) && getState() != GameEntity.State.overheated){ if(getFire() == 0){ System.out.println("Fire!"); setFire(getFireRate()); increaseHeat(getWeaponHeatRate()); setState(GameEntity.State.shooting); } }else{ setState(GameEntity.State.idle); System.out.println("no fire"); setFire(getFire() - 1); } [/CODE]
  6. [quote name='StrangeTurtle' timestamp='1347859591' post='4980784'] ...perhaps visually showing all the nodes and the choices that connect them kind of like a road map... [/quote] Yeah, I thought about it, to have a graph of all pathes in the story generated automatically. However, I have no idea how I could do that. And making it "navigable/editable" is probably also a lot work. Instead, to give a broad structure to the adventure, I though of splitting the "book" in chapters or in areas ...or both. The chapters are like cutting the global storyline/plot in rough chunks. The other is more like a spatial division where a map could additionally be used. By having an outline/synopsis/summary for the chapter and a single entry point, it would act as a check point to ensure all the pathes come back together at some point.
  7. Yeah, the old "help wanted" forum had a nice touch and was more alive, more interactive. That's true. ...but, as you said, there were a lot of low quality threads. I think that with the classifieds, they attempt to encourage better planned projects ...however, this comes at the cost of less traffic/interest in this section.
  8. I also used rackspace several times: [url="http://www.rackspace.com/"]http://www.rackspace.com/[/url] It's the simplified version of EC2, which I found quite complex. It's "could computing", which means you rent a machine with desired resources (CPU/ram) on a pay per hour basis. You can run it for half a day, for testing things, then shut it down again for the rest of the week. If you are in your testing phase, it can be quite handy and cheaper. You have root access, can install whatever you want, configure how you want it, etc. In the end, you can also save an image of your system which can be used to start a cloned server or restore the one after shutting it down. As for VPS, I also found tilaa.nl which made a very good impression on me, although I didn't tried them out yet: [url="http://www.tilaa.nl"]http://www.tilaa.nl[/url] If I wanted long-term running machines, I would probably pick them. They look like very solid to me. Unlike Rackspace, it's a classic pay per month basis. Good luck, Arnaud
  9. Well, I don't want to do everything alone. Moreover, I think a native english speaker (erm ...writer) would do a much better job than I would. It's the same for illustrations, an artist would do better than I. I think everybody kind of have their roles and it boils down to combine the different talents ...and find them, and maintain a good spirit.
  10. well, I have no idea about the story myself. It's really like a lab experiment actually ;) ...what I would also be interested in is where I could find someone interested in writing such a story.
  11. It's also kind of lame if I disable the editing or make it too difficult to contribute (registration, finishing the game, reviewed by a moderator), because it would kind of destroy its purpose. ...at this point, I could as well do a "read only" adventure ...i still prefer let people troll around at this moment ...even if it means restoring a backup regularly.
  12. Wow, you were really quick to notice! I just uploaded it a few minutes ago! ;) (actually it's still "in-progress" as I have to make e-mail activation, but I leave it open for now, it's still kind of a prototype) By the way, what do you think of the "classes", do you think it makes sense?