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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.

Unduli

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  1. Before writing single line of code, you need someone to literally bash your idea and inform you of issues orproblems you didn't even know that they exist. (This is also to ensure that you're not in Dunning-Kruger effect) So I strongly suggest you to share it with a limited number of people if not declare publicly.
  2. Such configuration can be in PC kingdom for a fraction of cost of Macintosh one as long as you never pay Xeon processors retail price but got "pulled from working system" ones ( even ES if you feel adventrous ) , I've never seen someone being able to damage a CPU , so it practically doesn't matter if pulled from retail box, system or dumpster. And for laptops, large screen ones ( 17.3" - 18.4" ) almost always offer better f/p and better build due to extra space. Matched with a nice IPS display , they're always good choice imo.
  3. Sounds very Travian ( and Clash of Clans ? ) to me and scope seems wide as well.
  4. As stated, right order should be HTML - CSS - JS - PHP And for dev environment, I'd recommend WAMP server (which provides Apache + MySQL + PHP) and Atom as editor
  5.   Thanks for being on the same internet as me. :( Seriously - this isn't a matter of personal choice, freedom or any of that malarkey.  This is basic social responsibility.  Putting your computer on the internet is the equivalent of moving in next door to other people; if you move in next door to others and you fail in your basic social responsibilities you don't get to whinge about "wahh wahh personal choice, freedom, etc". Now there's no doubt that Microsoft have badly screwed up their whole updating infrastructure sometime in the timeframe after Windows 7 SP1, but that doesn't excuse people abdicating their own personal responsibilities.     Then hope you won't be terrified to hear that I also disable Windows defender and don't use any anti-malware / anti-virus at all. (Latest incident is an extreme exception of Ransomware SDK proudly presented by NSA) As long as Windows 10 doesn't give me an option to only install updates I want and when I want, I have no other choice. (Thing is Windows 10 Enterprise Edition has that option but bingo it's not available if you're not an enterprise)  From privacy concern, I'm not big fan of telemetry updates or from annoyance concerns, I'm not big fan of Windows getting rid of all of my customizations each time. ( I don't even mention failed downloads, downloading gigabytes of data over and over, installing faulty drivers again and again ) I simply offer an alternative provided by Microsoft instead of "fire and forget" thing.
  6. First thing I do after installing Windows 10 and updating once is disabling "automatic update" service because it's annoying.. After then , feel free to check Microsoft catalog website time to time for installing updates you wish or download cumulative updates time to time.
  7. Reminded me ancient "SimEarth" of Maxis. I think name Simuopulous / Simopolis etc is a bit cryptic unless you're Greek :) Unlike classic games where you can always come with a domain somehow related to game itself, it's a must in browser games so I think timing isn't bad. I've been in same position as signature may suggest :)
  8. In real life, manufacturer and retail are different people, so even there is a profit margin due to scarcity, it's on retailers. (Just like latest AMD and Nvidia graphic cards were sold tens of dollars above RRP) But if it's direct sale in game, a simple price/demand curve is enough imo, just that you might add an customer behaviour parameter ( this cellphone was $99 at debut but then became $149 due to high demand, let me better wait till it drops again vs "shut up and take my money, I need shiny cellphone thingy asap" ) which is different in regions. (Capitalism Plus had such mechanic where every city has different priorities for every product in form of X% price , Y% quality, Z% brand )
  9. You can make it either like ancient Detroit game where Sale Offices can set 3 supply lines (actually recent Project Automata does similar if I'm not mistaken) and they supply in priority order. ( There may be also an option to set priority for supplying ) Or you can do it like Capitalism plus where you use supply units and link buildings, they get according to demand. So at the end, you get a weighed return instead of a super micromanagement feature.
  10. I intend to use a mechanical keyboard but afaik ergonomy isn't a word known in mechanical world. Currently using a Comfort Curve 3000 (successor of beloved 2000) but not sure of a mechanical one due to RSI issues I suffer more than enough.
  11. Better in what way?  Saying "Unity is better" is like saying "cars are better than trucks", without any context.  If you're an experienced Unity guy, then yeah, that'll be the path of least resistance if you just want to make a game that'll run on a fair number of platforms, but if your target is specifically web, Unity is in no way an objectively "best" way to go- (and technically is still using WebGL anyway.)  I've used the Unity web player a few times and it was not a pleasant experience. Again, I'll stick with my opinion that the whole "web is only for simple/cheap/quick/casual games" is mostly a misconception.  *Every* platform has limitations, and it's up to the game creator to work within that.  It's the same as saying "mobile is only for casual games", but there are clear examples of some pretty heavy/hardcore games that work just fine on mobile if devs take the time to utilize the platform.  Whether or not there's a market for it, or whether there's many people bothering is another story, but I see no reason why we can't do complicated/hardcore games on web if we want to.     Disclaimer : I intend to make a browser game involving 3D elements as part of game. As I told "better in cross-platform way and if you don't mind learning curve". You're just saying same thing and say that I don't add any context. (No one mentioned webGL export of Unity but instead using Unity especially for mobile wrappers, not to mention desktop version. Why should I bother for webGL export when I can have desktop and major mobile versions? ) And I am saying "web is better for " , not "web is for" . Even though webGL is capable, there are boundaries making it suboptimal for above certain scope. You can make a nice complicated 3D game with webGL involving megabytes of assets (content distribution is another fun, it's why I plan mobile apps basically website ducktaped to assets) but why you should? The reason behind casual mobile games is them targeting largest group of mobile phone users , ofc. Gameloft has several 3D titles (with up to GB level downloads) but it's not thriving as simply market doesn't have intense demand.
  12. Unity is a better choice for cross-platform games if you don't mind learning curve . Web games are better for simple games , even though webGL is rather capable , there are boundaries.
  13. Well, I am working on a browser game, I've never been fan of "small Flash games" but there is a market for them as well where people earn money mostly from licensing their games to networks. ( https://www.truevalhalla.com ) But still I think mobile games are the worst where CPA is high, competition is fierce and it takes sheer luck or serious money flow to be noticed. And better don't have very high expectations from Canvas or webGL although they are not very bad, just not suited for every task.
  14. There are two trends imo. Some titles keep using Flash especially if it's kind of huge project relying on desktop users. And there's slow transition from Flash to HTML5 (and also mobile using wrappers) for small games. And for "browser games" they are also in transition with HTML5 (like recent HTML5 Travian) as market is now more demanding than mere "Excel sheet wrapped in cute graphics" It's not dead, just not it's golden days.
  15. Problem is we live ridiculously short in intelligent species standards. Space colonization would only make sense if we break this cycle , we need at least practical immortality and then enough number of exoplanets to inhabitate billions. (as not everybody will die) Before that, it's just leading the path. In that pov, very miserable we are, it's sad to know you'll not survive when it's a matter of time.