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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. Nevermind, I had a 1 instead of an i and I needed to use += in the average function. I knew it was simple lol.
  2. Alright, this is homework and I'm having a problem with it running.   SnowData.cpp: #include <string> #include <iostream> #include <cstdlib> #include <iomanip> #include "SnowData.h" using namespace std; double SnowData::getAverage() { double total; for(int i=0; i < 6; i++) { total = inches[i]; inches[i] = inches[i+1]; } double average = total/7; return (average); } void SnowData::print() { for (int i = 0; i < 7; i++) { cout << SnowData::monthname; cout << " " << date[i] << setw(10) << inches[i] << endl; } } //SnowData snow_data("January", sdate, snow_inches); /* int date[7]; //int enddate; double inches[7]; string monthname; int startdate;*/ SnowData::SnowData(string mname, int snowdate[7], double snowinches[7]) { monthname = mname; for (int i=0; i < 7; i++) { date[i] = snowdate[i]; } for (int i=0; i < 7; i++) { inches[i] = snowinches[1]; } } void SnowData::sortByInches() { for (int j = 0; j < 7; j++) { for (int i = 0; i < 7; i++) { if (inches[i] > inches[i+1]) { double temp = inches[i]; int temp1 = date[i]; inches[i] = inches[i+1]; date[i] = date[i+1]; inches[i+1] = temp; date[i+1] = temp1; } } } } void SnowData::sortByDate() { for (int j = 0; j < 6; j++) { for (int i = 0; i < 6; i++) { if (date[i] > date[i+1]) { double temp = date[i]; int temp1 = inches[i]; date[i] = date[i+1]; inches[i] = inches[i+1]; date[i+1] = temp; inches[i+1] = temp1; } } } } SnowData.h #include <string> #include <iostream> #include <cstdlib> #include <iomanip> using namespace std; class SnowData { private: int date[7]; //int enddate; double inches[7]; string monthname; int startdate; public: double getAverage(); void print(); SnowData( string, int[7], double[7]); void sortByDate(); void sortByInches(); }; ClassTester.cpp: #include<iostream> #include <iomanip> #include <cstdlib> using namespace std; #include "SnowData.h" const int DAYS_IN_PERIOD = 7; int main() { double snow_inches[7]; int sdate[7]; for(int i=0; i < 7; i++) { cin >> snow_inches[i]; // = (double(rand() % 60)) / 3; } cout << "Enter the Start Date: "; cin >> sdate[0]; int x = sdate[0]; for(int i=0; i < 7; i++) { sdate[i] = x++; // = (double(rand() % 60)) / 3; } SnowData snow_data("January", sdate, snow_inches); snow_data.sortByInches(); cout << "--------- Sorted by Inches ---------\n"; snow_data.print(); snow_data.sortByDate(); cout << "---------- Sorted by Date -------\n"; snow_data.print(); cout << "Average snowfall = " << setprecision(2) << snow_data.getAverage() << " inches\n"; system("Pause"); return 0; } We had to run it like this in three files (2 sources and a header) to illustrate a point. When it runs, it only displays the second element in the inches[] array, and it also averages incorrectly. I feel like it something simple that I'm missing, a > sign that needs to be switched or something, but I can't get it. Btw, there is some useless data in there (like DAYS_IN_PERIOD,) because the method I chose to do things let me enter user data instead of randomizing things and automated the date filling in process. But it was originally my teachers tester class so I had to comment it out.   P.S. If gamedevs policy is not help with homework period, then I apologize in advanced, but I led to understand that help with errors was another thing.
  3. I'm not sure if this is the write place for these kind of questions but it's the only forum I know at the moment for programming (i've heard of dreamincode but never been there personally). Basically, I need to create a class that works with this code: #include<iostream> #include <iomanip> #include <cstdlib> using namespace std; const int DAYS_IN_PERIOD = 7; int main() { double snow_inches[7]; for(int i=0; i < 7; i++) snow_inches[i] = (double(rand() % 60)) / 3; SnowData snow_data("January", 12, 19, snow_inches); snow_data.sortByInches(); cout << "--------- Sorted by Inches ---------\n"; snow_data.print(); snow_data.sortByDate(); cout << "---------- Sorted by Date -------\n"; snow_data.print(); cout << "Average snowfall = " << setprecision(2) << snow_data.getAverage() << " inches\n"; return 0; } This is the assignment:  I don't necessarily need you guys to do all of my homework for me, but I don't understand classes very well (I understand them in structure but not in purpose or use.) So far, I've used cpluplus.com as well as the book this assignment is from to learn them to no avail. The assignment is due in like 5 hours so if someone could either teach/talk me through this assignment or write it for me and explain each component, you'd have my many thanks. I've have a test on this subject matter and so far I don't understand it at all. 
  4. Thanks guys, your insight has been invaluable!
  5. well, that's the thing, I can easily make it fit, but I'm sort of torn as to whether or not I should include it.
  6. I have an idea for a game concept. I won't go into details, but this is my first game and I was wondering exactly whether or not I should incorporate magic into the game. Magic and rpgs go hand in hand, it has since the dawn of time. Obviously, the goal is to make a game that I love making, and that people love playing (and paying me for it of course). Will I be burning any bridges by not including magic? including magic wouldn't be difficult at this stage of development, but I'm not sure if I should. I was hoping to create a realistic, immersive survival based rpg, and magic would somewhat make it difficult to maintain a completely realistic game.   Some of the ideas I was experimenting with involved perhaps just having magic be a side skill like in some games, where it aids other skills. Other ideas would be to have magic be in it's infancy, where it's more of a play toy than an actual skill. I've considered full blown out magic skills similar to destruction, restoration, black and white magic, etc..., but having guns, bows/thrown weapons, swords and other melee weapons, as well as martial arts could make it even more difficult than it already is to balance, as well as overloading the game with far too many combat options.   I guess my question is simple: What's your take on including magic in an rpg, or rather, leaving it out? What are some pitfalls that I should avoid when using it? And what kind of implementation do you think I should take?
  7. Thanks! I guess with that in mind, I can be a bit more "generous" with my designing, so long as I or someone else handles it properly. I'd rather have it all in one "world" so as to avoid loading small houses just because there was a door ya know? I hated that in Fallout and never really gave me much incentive to explore those small shacks because loading on consoles was sooooo slow.
  8. So say I created a game of the same exact scale as.. the United States. So long as I stream it cleverly/smartly?/correctly, I could have a playable world of epic proportions? I guess in that sense I start running into storage issues... which is what you were saying.
  9. As the title suggest, I was wondering just how large a landmass a console could generate (Both current and next gen). I wanted to make a rather simplistic game that had a large landmass. So, for example, you took skyrim, removed the npcs, removed the dragons, the mobs, the respawn scripts and turned it into a sprawling continent, with a semi destructive environment similar to battlefield 3's frost engine and a simplistic crafting system like minecraft's. Graphics wise, i was thinking something like Deus Ex/Skyrim-esque with modern skyscrapers (completely intact and capable of ascending) and farmland/forest/lake on the outskirts with towns and villages scattered inbetween as well as the inevitable unending ocean so as to stop ppl from traveling too far.
  10. So, I know there are a lot of sites on this but my research has been rather varied in results. I just finished my first year of college and I'm wondering if I should even continue. My end goal is to Design games. I was thinking that I should learn programming and use that as an in-route into designing, but I recently found out that it's not necessary. So I was thinking of getting a degree in Game design and studying programming on my own time to known the limitations. But tbh, I'm rather confused on what the best avenue would be. Like I said, the end goal is design. I know that potential employers look at your experience (mods, games, etc...), but I don't want to invest myself needlessly. As in, I don't want to waste 4 years of my life for a CS or Game Design degree (or certificate if employers would accept that), not to mention about 100 grand, when I could simply learn on my own in a year, and arrive at the same place.   I guess what I'm asking is: Do I need a degree to validate my knowledge? Should I just focus on creating work, mods, and games (flash/java games) and learning programming languages? If I write a few GDDs, would that be adequate enough to get me a junior designer gig? (and I mean like some really great GDDs because, like all gamers, I have some really good ideas lol).
  11. Thanks for all your input. Knowing this, I might just settle on dual 7970s for gaming purposes and call it a day. At any rate, I'll still have this dual core AMD chip with a GT 520 card for coding/testing purposes.
  12. Nah, it was a 100 core cpu, but according to what I've read, it's only available commercially. I seen a site that was selling a used one for $500, but I've since not been able to find the site to prove my claim. I'll look for it if you want to see it.
  13. Btw, I was considering AMD's FX series with 8 cores, but I saw that for around the same price (bought the 3770k for 200 brand new) it still performed slightly better. About a week ago, I was convinced I needed two otperon 100 core cpu's with 256GB of ECC RAM (Yeah, it was a server mobo), so I'm still learning. lol
  14. Alright, thanks guys. I had saw that there are computing and workstation GPUs, so I figured those were code intensive, which led me to believe a powerful GPU may be needed. Now that I know my system is overkill, I can safely settle for not getting the i7-3970x. For animation, would the same rules apply?
  15. This is a rather simple question: I eventually plan to develop games once I get good enough at programming. If I were to, say, want to code for an extremely large MMO (like WoW or Runescape), what type of hardware would I need? What I'm planning on doing is building a new rig and I want to know what I need as far as the programming goes. This is what I planned on getting, but I want to know if it's overkill.   i7-3770k Unlocked Either dual 7970s or 680's. 32gb of RAM (2400 for gaming purposes) and an ASRock Z77 Extreme4.   Will this only affect me gaming-wise, or will it affect coding as well? I eventually plan on buying servers as well as developing on a console level (50gb blu-ray games will be huge lol), but that is years away, and I'm trying to build something that will last me through college as far as programming goes. (As far as gaming goes, my goal is quad sli with two 690's.)