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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.

Nymall

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  1. Is this still on the table? I'm still quite interested.
  2. I've been considering it, but family obligations have kept it from being a hard yes. One of these days I won't have to drive people everywhere.... one of these days... 
  3. I'd defiantly be interested. I have a strong background in Web development and Database Management, and the majority of my experience in games has been implementing server-side scripting for games and modding, but I've been trying to move into C++/C# side of programming. I have some experience with java, but I'm still getting proficient with it(Again, most of my experience is contract-work debugging). Unfortunately, i'm lackluster in the art department, and most of the stuff I make qualifies as "programmer art".   I have a couple of big projects that are always on the go, but it would be nice to sit down with a group weekly, or even daily, and work on something like "one game a month". I'm not really sure that having a game complete every week, even with a team, is possible or feasible without each person putting in 9+ hours daily. How would you want to run it, here on GD or through Skype, or some other chat system? Any specific languages?
  4. A nice little erratic binary system. Would have lasted longer if I didn't get so planet happy.   http://www.stefanom.org/spc/?view=5119241   Speed this one up to 124x to see some neat, unintentional art. Yay gears!   http://www.stefanom.org/spc/?view=5123067   Stable, Yet boring system where all the planets are in the same ring. Maxed out stable at 500 yrs, 1,024,000 points.   http://www.stefanom.org/spc/?view=5128266
  5.   Information may be restricted to the speed of light, but quantum entanglement works on the action/immediate reaction of entangled particles. This "spooky action at a distance" does indeed happen faster then the speed of light, and the state changes are instantaneous - the problem is the amount of data able to be sent between a entangled pair is disgustingly small compared to the infrastructure you'd need to detect any changes in the atoms state at all.
  6. Active cell phone wouldn't have helped it if all the people on board died.   The other reality of it is although flight recorders and black boxes are designed to survive crashes, they do fail. Every part of a airplane will eventually require maintenance, and more then a few crashes have been from failed parts. If the instruments stop working(hard to believe in this day and age, but it does happen), a pilot is left to his own devices to figure out just where he/she is, and they could be hundreds if not thousands of miles off course.   My theory? Combination of electrical/mechanical failure and pilot error.
  7. I always loved the really old TSR Games, of which my favorite was Dungeon Hack. I have a my old 386 set up for the kids to play on, and my oldest loves it(although he still hasn't quite figured out the controls yet).   [media]http://youtu.be/ab1ZIyLGKKA[/media]   There's also the old bioware Fallout games. The new ones are some of my favorite First Person RPGs, but there's something about the old ones that I like more...   [media]http://youtu.be/7C7EPaJfud0[/media]   Of course, on that vein, who can forget Planescape: Torment...   [media]http://youtu.be/iblKGNtpEnE[/media]   Edit: Sorry guys, looks like DH dosen't want to show up...
  8.   In the general case, why shouldn't you be openly hostile to somebody who is actively taking steps to further a cause you don't want to see succeed? Or who is actively taking steps to impede your own cause, or who is openly hostile to you? Sometimes hostility is the only way to accomplish something.   . The crusades ... the inquisitions ... the Russian pogroms ...     These are on two different levels though. Boycotting a author because of his views is not on scale with systematic torture, murder, and ethnic cleansing that the events you portray above caused. There is a difference between taking a hostile approach to a person for their views, and one for taking violent action against them.
  9. During the summer months I have a homemade outdoor forge setup. I do different kinds of metalwork and casting, but it's just screwing around. I also play piano and keyboard(we have both - it's unbelievable how may people give away pianos), but it's usually just when I've heard a song I want to replicate, and only long enough to get the basic sound of it.     That it? I've got better horror stories then that.    When we first moved into our house, our three year old discovered that his door didn't click shut. Went downstairs, got into the baking soda and some chocolate icing(mixed them together in a bowl), and then proceeded to break every single egg in the three cartons in our fridge "because he wanted to make them bounce". Finishing his escapade into physics, he decided he wanted a drink of milk and covered half the dining room table in it, leaving it on the table and open. I only discovered what he did when I slipped and fell on my rear trying to make it to the coffee maker first thing in the morning.   The real kicker? When I asked him about it, he made up a story about how his 6 mo. old brother snuck out of our room and did it. Joy of children, eh?     Lucky bugger. I'm starting to get to the age where it feels weird hanging out with younger groups and gaming. Me and some old friends still get together once a year to play MTG and run a quick 2nd edition D&D game, but I can't find anyone local who's interested and above legal drinking age.
  10. Here's a example from one of my present projects:   I wrote the code to spawn enemies every 5 'turns' on a chance/tile basis, and coupled movement code into that. Each tile was supposed to only be able to generate one enemy/ 5 turns per 10 entities, with the exception of the hospital, which was set to generate 1 enemy per 2, and then run the movement code. I was having some problems with the movement code, so I ended up disabling it in both the normal spawn section and the special hospital spawn section, but never re-enabled it in the hospital section. Play testing later for a different feature, I came across the problem - a literal enemy fountain.   After I enabled the code, I played through the rest of that game just for kicks. The game only lasted for 40 turns, by which point they had completely taken the map.
  11. Hey guys, I have a Rapid Designed game that I'm looking for some feedback from.   The goal of the game is to survive as long as possible, defending the bottom of the screen from enemies. There is a upgrade screen, however that is just temporary. At the moment there is no art or sound, as I am focused on mechanics only.   Purpose The purpose of this prototype is for me to try out different systems I plan to use for a mini-game in my web-based game. The finished version will have quite a few different features, and the stats such as number of "shooters" and weapon speed, damage, etc will be taken off of their group stats & equipment.   So then, what do I need from you? Feedback. Play through the mini-game, and tell me how the mechanics feel. Enemies too fast? Abilities too powerful? Not just that, but you're experience with the game helps me too. For example, there's the good kind of frustrated(Such as in the Binding of Issac, where you know only you are to blame for your death), and the Bad kind of frustrated(Via horrible Controls, such as in Resident Evil). Any feedback helps me change the mechanics, and grow the idea.   I also welcome ideas for other mechanics that may play nicely with these ones. Please note, however, that the "upgrades" screen is a stopgap measure at the moment, and will not be Incorporated in the final mini-game.   Game Events -The number of enemies generated is tied to your score. Higher score, more enemies. -Every 5000 points, all enemies get a additional hit point. -For every 500 points, you can summon 1 blocker. -For every 1000 points, you can summon between 5 and 15 mines. -You only get one shield at the moment. I may change that depending on feedback.   Suggestions None so far!   (You can also find my current build here: https://drive.google.com/file/d/0ByzWacV9yRPMbmo4OHQ4Tk94RUk/edit?usp=sharing)   [attachment=20404:Gragh.zip]
  12. Using: MySQL, PHP, JQuerry   Well, I have a few questions about database organization and I'm hoping you guys can help me out. I'm not new to programming - I'm mostly self-taught, and I've been doing it on and off since I was in my early teens. However, I've been finding information about organizing things very hard to track down...   I guess I should give an example. Right now I'm working on the framework for a web game for my wife. It's real simple, image mapping, point and click stuff, but I'm having some difficulty figuring out how to plan ahead just in case this game is live in 5~10 years(as unlikely as it is). At the moment the inventory is split into seven different tables, with a total of 600 columns combined for all of them.The farther I'm getting into this project, the more I'm wondering if each character should have their own table, and rows for each of the items they have, or if I should proceed as I have done.   So, in summary - ?Is it more efficient to have a table with 600+ columns and 100,000+ rows, or 100,000+ tables with a average of 100 rows each? How much weight does a empty entry add to the database? Is there a easy way to future proof the minimalist number of table concept without it eventually getting completely unmanageable?   Now for problem number 2: I've got a bit of explaining first... Right now, when a user clicks a link, the game pulls the location the player is currently in and the number associated with the hotspot they clicked, and checks it against a table of valid destinations for that room. If there is a valid destination, it's returned to the script and the game makes another check to the database for the information for that room, which is then brought back to the script. From there, it enters a "flag section" which filters if the player can continue.   1)If it returns true, the scene draws as normal.   2)If it returns false, it checks the database for the new possible destination, and then renders that location as if it was the location initially returned.   The problem - This can at times mean that the database can be queried a total of five times for a simple move action.   Notes: There are some locations that are designed to have multiple tests running at the same time, by order, so it would add a lot of bulk to add the test information right into the scene table.   Is there any general advice you can give to shorten up this insanse number of database calls? Is there a faster way to script this in MySQL? Would the performance loss be fine for a small/medium sized game?   Thank you for your help!
  13. Depends. What are you going to do with it, a web game? You might consider flash, php/ajax, java. Do you want it to be console based? How do you want to distribute it?   I'm sure if you provide a bit more detail on your vision the answers should be easy, but above all in the end it will come down to personal preference and experience.
  14. Motivation and morale go hand in hand. If you find yourself unmotivated, take a break and step away. As has been said before, you can't be motivated 24/7. It's really just not possible.   If your trying to power through and get a project done, I find it's best not to focus on the project as a whole but as each part unto itself. It stops the mountain of unfinished work from getting to you. Reading motivational articles can help, but if you're simply to fried to read, set it aside and go do something else for a little bit. It's easier to step away then it is to wait until you're not to fried to work.   http://makegames.tumblr.com/post/1136623767/finishing-a-game    I like this blog in particular, and I have this specific post bookmarked for when I'm going through a lax period. I've found if I can't do, reading some production blogs can sometimes give me the motivation to continue learning(even if I don't learn anything). Some of them are quite funny, and you can usually glean at least a little useful information, even if you've been working on bitswitching until your eyes have bled.