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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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About snufkin

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  1. Hi!   I've started writing a game engine for PC (initially Linux only) for fun and giggles, and would appreciate some feedback on the design I've chosen. I've started writing some simple functionality (C++, OpenGL), but I think it's time to hear what you guys have to say. I've written a game (ish) for Android using OpenGL, but it turned out to be such spaghetti that I abandoned the project before I was even close to a releasable product. I found this article, and that's what I'm trying to achieve in my current engine.   As you can see in the sloppy UML diagram below, I've not really implemented much at all (empty classes aren't even created yet).     I have a couple of questions on how to proceed accordingly to the article I linked previously. HiminbjorgRoot is obviously the heart of the engine. This is the class that every game will inherit in order to create a game. In order to drive the game forward, is it "OK" for HiminbjorgRoot to keep an reference to each one of the Core* and *Manager objects and simply call their respective update methods, or does that go againt the principle of avoiding unnecessary coupling? Should the root class instead spam update messages on the bus?   I also wonder how each 3D model gets rendered to the screen. More specifically, I wan't to know about the relationship between the SceneManager and the RenderManager. Does the RenderManager keep a reference to every mesh (which then is sent to my non-existing draw() function in CoreDraw) or do the entities themselves in SceneManager listen on the message bus for a draw message, and then call CoreDraw->draw()?   The above questions are my main concern right now. I have a ton of questions, but they can wait until I've read your replies.
  2. PS. Sorry for the unformatted text. When I posted this thread the newlines were there, but when I posted the it they disappear. I'm unable to edit my post too.
  3. Hello! I'm writing a game for Android using OpenGL ES 3.0, but can't figure out how to calculate a proper bounding box for my objects. The "main menu" consists of a couple of three-dimensional cubes. To find out what cube the user presses, I calculate a ray and check if any of the cubes intersect the ray using their bounding box (a sphere, represented by the cubes' positions and radiuses). However, now I want to switch from cubes to three-dimensional rectangles. Since I can't use a sphere to properly represent the rectangle, I need a new way to calculate the intersection of the ray and the (potential) rectangle. To add to my problem even more, the rectangles are rotating, making the width varying, so I can't use a static bounding box either. What I'm thinking of doing is transforming the vertices on the CPU every time the user touches the screen. Then when I have the same vertices as OpenGL is drawing, I calculate the triangles and their corresponding normals and test each and every triangle to see if anyone intersects the ray. Am I thinking properly, or is there an even simpler solution? I know that this intersection testing is heavy on the resources, but since I only have three rectangles on screen at the same time, I just have to check 36 triangles whenever the user touches the screen. Thanks!
  4. A little about myself: I've programmed a couple of tiled 2D RPGs already, using SDL. I'm also familiar with some "advanced" math, like transformation matrices and what not.   On to the problem, then!   I want to create an isometric 2D RPG game, but I have no idea where to start. I'm familiar with the concept as such, but I have no experience whatsoever with the implementation. For instance, SDL has a function called SDL_BlitSurface() that blits rectangles, that I've used to copy the texture onto the map. How I'd do the same with an isometric tile, however, I cannot fathom.   So, where do I begin? I've searched for both tutorials and actual code, but found nothing that left me any wiser.
  5. Hello!   I'm currently writing my first proper 2D game (integrated in a custom built engine) using C++ and SDL. I have a question about how to script certain events though. The engine itself is state based.   My game state is made up like this: class PlayState : State { private: Camera* camera; Player* player; Map* map; } In turn, the map is primarily a manager of tiles (Tile*** tiles; which get initiated in accordance with the map file).   Now to the problem! When I step on, let's say tile [25][100], I would like the game to change to a certain state (declared either in the map file or in some script). What's the best way to do this?   PlayState holds a pointer to the engine, and it would be possible for it to pass a ChangeStateEvent to it, but then I have clutter the map file with both info about what event to send and possibly a parameter to the same (i.e. ChangeStateEvent, Cutcene(cutscene nr 725)). Instead I was thinking about having some kind of script trigger every time I step onto a new tile and check if the tile is a trigger tile. If so, the script will handle everything necessary to view the cutscene.   So, what do you suggest? Is scripting the way to go, or am I completely off?   PS I own all of the code myself (and the game art is all Creative Commons licensed), and wouldn't mind sharing it if necessary (it'll most likely cause a headache for the more advanced game devs though).