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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.

samgj

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  1. Are there any modern point and click engines with actually modern features? I've tried Adventure Game Studio but it has limitations of an engine form the 90's. Are there any that have SVG graphics and preferably Python, JavaScript, or Lua scripting?
  2. I've been wanting to try out designing using tilt sensing and was wondering what controller support it beside the PlayStation 3 and 4 and Wii controllers. I would prefer something that is UHID compatible and more complex than the Wiimote.
  3. If you import a module in Python like this: from module import * You don't need to prefix functions, classes, and etc. from that class with the module's name. Is there a way to use ctypes so you don't need to prefix objects from the C library you imported with the name of the library.
  4. I was thinking more of games that offended people because of their content not execution.
  5. I'm planning on making a web video series where I review controversial games and propaganda games. I would like some sugestions. I don't want any games that already have tons of stuff written about them and that most people have played, so don't suggest something like DOOM or GTA.   So far I have: Freedom! America's Army Soldier of Fortune Night Trap Postal Farenheit Ethnic Cleansing Harvester JFK: Reloaded Dead or Alive: Xtreme Beach Volleyball Super Columbine RPG ZOG's Nightmare
  6. This is very interesting to see here. I hope to read this soon.
  7. ^ Yeah that seems like what I'm looking for. Thanks.
  8. What are the names of standards for common input devices like keyboards and mice. Also, are there any standards for less common input devices like PC game controllers and graphics tablets?
  9. For my engine I would like to be able to have scripting in an any arbitrary language. I have heard that LLVM is very efficient and also supports JIT compiling and can be used as a virtual machine. It can be called as a library but, from all the documentation I've read for it, it seems like the library can only be used for compilers and not for scripting features. My question is, does that the library only supports compilers?
  10. I'll do hand drawn flow charts if the program is very complex, but I usually don't do pseudocode. I just write it in a real programing language with some dummy methods for things that aren't clear.
  11. I think modding is a good place to start for game design. It allows you to make a game (although with a lot of limitations) without all the work and gives you a look at how the game was made. I think one of the best games for beginners to mod is Warcraft 3. It is where I got started. It has an easy to use map editor, an object editor, and uses both drag and drop scripting and classic scripting with it's custom language Jazz. Skilled users have created RPG's, FPS's, and even a roller coaster simulator. I've heard Starcraft 2 is has more features but I've never played it. Other good games to mod are Half-Life 2 and Civilization 4. Civ 4 can be easily modded with XML or you can get even more power using Python.   For programming I started with BASIC. Don't do that. It is an extremely messy and outdated language. Modern dialects might be better but, I have not tried them. After a few weeks with BASIC, I switched to Python. I would recommend Python because it is easy to learn, write, and read. Another good thing is that many programs use it for scripting, such as Blender (which has a game engine) and also, many libraries have bindings in it. What doesn't have a Python binding will have it in C/C++ which could be included into a python program with ctypes. A good thing with C/C++ is that so many programs are written with them and most libraries have bindings in it. Another thing is that many languages are inspired by it.   With programming you should get inspiration. You could read open source programs' code (start small). A lot of important and advanced software is open source. The DOOM engine, SCUMM, and even the more recent id tech 4, are now open source. You can even find the source for Valve Software products at their GitHub page. Just don't copy anything they have because it is not FOSS.
  12. Java can be compiled to native machine code with GCJ, so then as long as you use the right libraries it would have the same performance as C++.
  13. Are you sure that what you need can't be done with shaders of scripting? You'll find that engines seen limited at first, but amazing things can be done once you start.
  14. I think you should look into SHRDLU. It is an old (1968) AI that can stack blocks, learn things about its world (such as blocks can't go on pyramids), and learn words. It has an official page here.
  15.   Cube and Halo also have something like that. But neither of those are full editors.