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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.   That's why you use a MySQL database. I'm not sure why you're looping through the entire characther_item database anyway?   Joining tables are actually the how relational databases are implemented. Again I recommend reading up on the subject. They are the efficient method of associating tables together when using a database.   Example Scenario   We have a Character. We know his unique ID. We perform a SELECT query. At no point do you have to iterate through the character_item table?
  2. You can easily have multiple amounts of the same item. CHARACTER_ITEMS { ID, CID, IID, Amount }   Then you merely modify the Amount value to increase or decrease the number of items a character has.   The alternative is you store the list of items as comma separated values in the Character Table. However this is highly inefficient and will cause repetition of data, which is what relational databases are designed to eliminate.   I don't really see why you're against using a joining table, could you explain your reasons?
  3. I think you're looking for something along the lines of:   Character <- Character-Item -> Item   Each character has a unique ID. Each Item has a unique ID.   Each time a character "obtains" an item you add a record to the Character-Item table which contains both the unique ID of the character that "obtained" the item and the unique ID of the item that was "obtained".   Assuming you used the design that Sollum suggested (which is a very effective one) such that your tables are defined as:           That way if you wanted to get what items the character has you would perform a SELECT query such as:   SELECT IID FROM CHARACTER_ITEMS WHERE CID LIKE '0'   Which will give you a list of unique IDs for items that a character with the unique ID of 0.   I recommend reading up on RDBM as Sollum suggested if this isn't clear to you: Fairly decent article explaining database relationships on TechRepublic: Relational Databases A good article from nettuts+ explaining database relationships (slightly more beginner friendly): Database Relationships   If you still need help I wouldn't mind lending a hand if I have some free time so feel free to pop a PM my way.
  4. Willingness to learn is one of the best skills you can have in any subject matter in my opinion. Java How much of Java have you learnt? If you have just started programming then I highly recommend using an Integrated Development Environment rather than attempt to use command line compilers. I personally speaking from experience recommend Eclipse for Java Developers. Alternatively you can also consider Netbeans. If you choose Eclipse here is a tutorial to get you started. If you really want to know how to compile java code manually through command line then look here. Khatharr pretty much hit the nail with graphics/model/audio resources and at your stage you don't really have to worry about it farther from being able to make/find placeholder graphics. C++ So very true. Although funnily enough that is the first language I learnt. From personal experience I highly recommend you stick with Java first until you are competent at it before thinking about switching. (Get to the point where you know about object oriented concepts such as inheritance, polymorphism, etc.) If you are crazy (like I was) and for some reason want to start with C++ then I recommend the following sites. cplusplus.com cprogramming.com In terms of software there is a plugin for Eclipse which allows you to use it for C++ as well (A quick google search should give you a tutorial on how to setup eclipse for C++) or you can use Visual C++ Express. Hope that information helps and good luck.
  5. I used to have the same problem of not knowing where to start after laying down the fundamental concepts of a game. The best way to prototype a game is to take an existing game engine and build your prototype from there. This minimizes the amount of boiler plate code you have to write and allows you to focus on creating the game mechanics. They also often contain sample games and models which you can utilize in the prototype of your game. From the description of your game idea I would personally recommend using the [url="http://unity3d.com/"]Unity[/url] game engine. Other engines you could look at:[list] [*][url="http://www.unrealengine.com/udk/"]UDK[/url] [*][url="http://jmonkeyengine.com/"]jMonkeyEngine[/url] [/list] You can find a fairly comprehensive list on Wikipedia [url="http://en.wikipedia.org/wiki/List_of_game_engines"]here[/url]. You haven't stated your programming experience so I assumed you are proficient in that area. If you're just getting started at that then I would either recommend learning one first or using a high-level scripted game engine such as [url="http://www.yoyogames.com/gamemaker/studio"]GameMaker[/url] (2D game engine) and create a 2D prototype whilst learning to program. I only have a little experience with 3D model animation (Hopefully someone with more experience can help you in a reply) but if I am not wrong once you rig an animation using [url="http://en.wikipedia.org/wiki/Skeletal_animation"]skeletal animation[/url] you can apply it to models that have similar skeletons (such as humanoids) with a bit of modification. Hope that helps and good luck with your project.
  6. Both Torchlight and Torchlight II use the [url="http://www.ogre3d.org/"]OGRE 3D Graphics Engine[/url] I believe, however this is of course only a graphics engine. Any particular specific requirements for your engine? Personally I'd recommend the [url="http://unity3d.com/"]Unity[/url] engine which uses C# for scripting. (The transition shouldn't be difficult if you already know C and Java.) If you'd like to stick to using Java then there's the [url="http://jmonkeyengine.com/"]jMonkeyEngine[/url]. Hope that helps.