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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.

Drizzt DoUrden

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  1. Rick Roll the TV viewers. Rick Roll the attendees. Rick Roll the referees. Rick Roll the Mets. Rick Roll the nation. **My apologies for not checking beforehand, but the link to vote seems to be broken. The idea is pretty amusing though :)
  2. Obviously nothing is impossible. Is it likely that without a superior closely guiding you, without even remotely related work experience, without connections in the field, that you will become a programmer? Probably not. People tend to accel at the things that excite them. Things they can talk to their friends about. The things that help them to build healthy relationships with others. When I was way young in like 1992-ish, my dad got a computer for the "family" to use - it had DOS at first, then early windows and early AOL. Compared to most kids in my town, I was way computer savvy just from using it to do basic stuff. This is a middle class town in New Jersey, and most of my friends had parents who bought them Nintendos and didn't care about e-mail, and IM, and software, and computer shows. It's all about demographics though. And nurture, too. Because my dad built the computers himself, and I would point at the stuff inside and be like what's that and what's it do, and he'd tell me. I can guarantee there are PLENTY of other dads who can get real low level, real nitty gritty about the inner workings of a PC and thier kids will have a huge advantage in programming, because they *really* know how it works. Pointers still fuck with me. Memory management is way intimidating. 3D math is something I will probably never grasp. These are places where your average student tends to get stuck. The amount of mathematical thinking that goes into the engineering practice is tremendous. I think most people who have a decent proficiency in math really overlook how difficult a process it is for others. People who write software for science labs and physics simulations are on the same mental plane as people who program video games. The intelligence required to program vs. the intelligence required to play is a very expansive spectrum. I personally find that my talents are more web related. I can be way savvy with ASP, Flash, Java. That is, when there is a demand, I will quell it for the right price :) I'm saying that you shouldn't drive yourself crazy, getting in over your head. Taking it slow means see how many different ways you can make the command prompt say hello world. Try to really understand the machine you are communicating with, and remember that every line you write is you teaching a chip the certain pattern of binary that will create your desired effect upon user interaction. Remember heuristics. Learn to learn about your program and its tendencies as you expand it, and you will develop the kind of bond that won't let you quit. Practice in a way that's both fun and productive. Stressing yourself out will damage your brain and your physical desire to program. Take it easy. Work smarter not harder. Choose the right books and resources. I have plenty of books that I wish I could return :) don't listen blindly to recommendations because the Computer Book industry is like the same thing as American government w/ lobbyists. Reviewers push related publications. Most of all, enjoy yourself. Don't challenge yourself too much bro because you're not paying the mortgage with your hobbies
  3. It sounds to me like the right path for you is to use Java. If you can compile a Java program already, you just need a little information on the Java2D API (very well documented on the internet) in order to get started with your game. You will use the AWT as well. If you already know a bit about a language, I recommend seeing what you can do with it rather than going out and buying 50$ books that may just divert you from your goal. Setting up a game in Java is *very easy* and the language is quite capable of handling whatever you will be able to throw at it. If you feel that you simply don't get along with Java or something, then maybe you should look into Python and Pygame as someone previously stated ^_^
  4. I'm going to agree w/ the previous poster - you seem to have a pretty clear understanding of the tools available to you to achieve this. So long as you don't create any memory leaks w/ pointers or something, you can't go wrong. Try multiple implementations. There are a couple different ways to do this. Try them all and see which one requires the least system resources - that's a good exercise. In case you feel slightly jipped out of information, I think I would first try a multi-dim. array as you already stated. I'm going to assume that mountains are going to need a sort of collision test, unless the character picks up "hiking boots" or a golden chocobo ;) so you need to find a way to check what the next position will be BEFORE you let the player move. This just requires that you confirm that (string)Next_Pos != "^" before you call movePlayer(direction). You'll need to set up a "world" with boundaries. I'm not 100 percent confident in this proclamation but I believe every time you update the players position you will need to redraw your array as a single string. You're basically going to use cout<< as a draw() function. You'll want to do all your work to your array and then cout<< it all at once. Just think everything out :) good luck
  5. My question is: is it actually possible to retain all that information? I have always felt that you are at your best when you have a clear idea what you want to do, you know enough about these various languages and their technologies to pick up what you need and make it happen. I can't imagine being able to actually sit down w/ Notepad and write the same program in 4/5 languages (just write not execute) or completely converting your websites between plain HTML and ASP.NET etc - it sounds like you need to encompass way too much knowledge :)
  6. I just got done with a little Java learning escapade I went on, and I am now happily returning to C# and XNA. When you start a new project in XNA, half the game is already done for you. And it's a great thing because you really don't have to deal with the Win32 API. The worst thing about C++/OpenGl or even DirectX is that you have this 100 lines of code that is basically just to make a window, and it just looks sloppy and takes up space. Really intrusive when you're just learning. And even after
  7. awesome topic I remember a few years back, I bought a book full of interviews with game developers, designers, producers, programmers - because who doesn't think thier ideas deserve a glorious development! I actually wanted to reprogram FF7 and make Aries live ^_^ no joke. 110 percent, I don't really play games. I have DS and a PS2. I traded all my PS2 games for guitar hero 2 :P if I can't play it with a multitap, I don't play it. On my DS, I play the Brain Age kind of games and some action/adventure games that I *sometimes* play for long enough to beat. I will vouch that the only reason I approach everything through a game programming perspective is because sometimes the technological aspects of programming/engineering are so complex to me that I need a practical base to reach out from. It's always easier for me to understand a concept after applying it to a game framework. I have a *very* difficult time even sitting down coming up with a simplistic game idea - it's not what I like to do. I like to code it. I like to organize the design into systems and subsystems. I like to establish links between objects and managers, deciding what will be shared and what will be private - all the details that come along with programming.
  8. Some things I have found to clarify what I am asking: Text terminals on Wikipedia It looks like an implementation of what I might be trying to do could be achieved by using a .txt file that is constantly being read and written through streams System consoles "text entry and display" sound right up my alley here. Bump
  9. I tried to install Ubuntu linux on an external hard drive to no avail I'm going to say no. I think it has something to do with the registry. But I won't be surprised if someone can shut this idea down swiftly :)
  10. I'm trying to figure out how to implement a program with a command line interface, sort of like old style DOS programs. What I need from this program goes beyond Windows PowerShell (I believe, unless there is some custimization I am unaware of). I need color codes - different color symbols, blinking symbols, highlighted backgrounds. What I need is more like the BIOS user interface. Yet I still need this to be text based. I've been doing some searches but my results are very far from what I am trying to achieve, which leads me to believe I need to find some new vocab to describe my query ;) Can anyone provide me with some information/articles/links regarding the creation of a command line ?
  11. Quote:Original post by NowSayPillow I don't enjoy coding. I enjoy the end result. Most def I love being resourceful. Circular lists, arrays, vectors, stacks - All of these data storage tools that I can assign to repeatedly emulate behaviors that my brain must only construct once ;)
  12. Hey man don't let it beat you ^_^ it's a hell of a lot less complicated than 3D math. This guy did it in an hour http://www.gamedev.net/community/forums/topic.asp?topic_id=192483 Enjoy ^_^
  13. I want to seriously recommend you don't start with C or C++. And if you do start with either one please start with C++ because Object Oriented programming is the way of the future (and basically right now as well). Listen this is what I want to tell you Unless you're looking to waste your loot on thick books that will end up sitting on your bookshelf as reference material, I want to offer you this option: there is a HUGE open source community amongst programmers. Languages like Java and Python, and even C++ are highly documented on the internet. Once you read a few tutorials and get a grasp on the synatx and basic stuff like compiling source, you can simply get your hands on the source code and learn from other peoples projects. Check out SourceForge.net. Don't go out and buy expensive books "for beginners" because there are so many you'll never find the one that's right for you :) I recommend coming up with a few ideas of what you might like to create a computer program for. I.E. a text editor, a text-based battle system, a password saver, a Notebook that always stays on in your dock. I mean these are all things that have already been made and if you get stuck you can find someone else's example. Learn a language. Pickup some tricks. Gather your resources. Organize your ideas. Implement your ideas. Challenge yourself. Achieve your goals. Learning it and doing it are totally seperate.
  14. A couple things to keep in mind: Graphics - one of the most challenging aspects of programming a game is the graphics. I recommend not getting too in depth in graphics programming when you first begin. Try sticking to something like SDL (which is supported by Python and Pygame) for 2D, and yes PyOGL for the Third Dimension. Math - linear algebra, vector math, matrix math, physics - most of this stuff is really only necessary for 3D but you will find that implementing it in 2D makes (some) of your games more realistic. User-input - the computer is capable of two things: output and input. What makes a game different from a movie is that it can comprehend and respond to various forms of user input, via the keyboard and mouse. You need to learn how to gain access to these functions and how to make your program/game respond appropriately One final note is that a game runs on a loop (which is a programming term for some sort of flow control mechanism, look it up. Good place to start) - within this loop, the computer constantly animates the environment, waits for user input, updates the game components, and renders. I haven't done too much work in Python but I have noticed that the games source code tend to be much shorter than even Java. I recommend going at a slow pace and learning as much as possible. If you rush yourself you'll know as little tomorrow as you did today good luck! Have fun!
  15. slightly off-topic (I don't feel like making a new thread) I've been playing with python for a little while by just using IDLE, but I want to have a little more control in some sort of IDE. I have tried a couple like jEdit and Eclipse, I'm not impressed. I liked the look of Eric4, but I can't find QScintilla as a binary! What do you use?