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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.

waffletart

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  1. Greetings   Educational games are usually quite awful, there gameplay mechanics aren't engaging and its questionable what somebody would learn from them after playing.   There have been various maths and word games, games with simple sciences like physics (quite a few turn out to be a puzzler or something), games about animals, geography (Carmen Sandiego?), brain training, zombie spelling etc. Most educational games aren't that entertaining, and the more entertaining they get, like word rescue, the less they probably teach.   Apart from the gameplay of the majority of these games being simple, learning about something like maths is generally boring no matter how you package it.   Are there any games that manage to educate while being very fun?   I was wondering about how abstract you could be with a subject and still have it apply to the real world. For instance, if you had an FPS where enemies are weak to certain things, like a monster who is weak to gold, and you had a weapon that you had to input the number of protons, electrons and neutrons your gun chamber contained to change to a certain fire mode, so you could fire gold pellets, would this be too abstract to teach anything? Would it be too annoying and ruin the games tempo?   Simple actions you do in the game that would hopefully be committed to memory after a while. Instead of committing to memory that pumpman is weak against the whirlwind cutter, could you instead remember that some kind of fungus is weak to some kind of medicine?   Is this too abstract to help with education at all, too stupid, etc?    
  2. What would it mean to target a runtime environment?   I have been using c++/allegro and c#, are they memory managed languages? I know classes somewhat, a great way to make templates and associate a bunch of data with said template. What is version control?   I understand I must start small, are all of these games you mention in the console using character tiles for graphics, like a tic-tac-toe board?   An executable is just the result of code compiled to run on a particular operating system is it not?   Once you have completed that level of programming, how do you learn about more advanced terms and technologies? Is there a particular game engine that explains things like vertices and polygonal shapes?
  3. hello   I have been doing a bit of programming on and off for a couple of years and I am having trouble understanding a lot of fundementals of game development. I have been stuck at a certain level of game education for a while now.   I understand the bare basics of polygons, texture maps, light bakes/dynamics, bitmaps, skybox, vectors, renderers, physics, delta time, bumpmaps, audio emmiters, collisions, etc but not enough that I could explain how its all put together into a game engine or make use of them.   There is a lot of information about things like polygons and wireframes on here and on the web for example, but not a lot of information on how its used practically in game engines/game development.   Are there any databases/libraries/videos on how each individual component of an engine works by itself and how it all works as a whole with examples?   Is there any place to learn things that must be industry known, like how a player held weapon is kept well-scaled and doesn't stretch when the resolution is changed, or the proper way to save progess in a game, invincibility frames,  house cleaning of objects not on screen, check if a player has modified a value directly in memory etc?   Thankyou!