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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 rwill128

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  1. I know.   (I do think I'd have gotten paid if I'd done it -- eLance is pretty good about making that happen, in my experience. He's gotta come back for other homework assignments, after all, so ripping people off won't get him very far.)
  2. Wow. That explains why the client was such a bear to deal with. I told him I understood most of his explanation, but that some of it was incomprehensible because it was missing some context.   He basically rudely acted as if I weren't qualified and turned me down for the project after a few emails back and forth. I'm not exactly missing out though, as he turned unprofessional quickly.   Thanks for the link. Seems like he's trying to contract out a job he doesn't actually know how to do. Sucks for the people who hired him.   EDIT: As I look over this document more... it's clear this guy is fraudulently representing himself as a qualified person for the job he currently has. I got the project on eLance, where I usually do technical writing gigs. But I decided to throw out a few offers on small programming jobs. He was the only bite. It seems pretty clear he's trying to take his job (which he didn't even fully understand enough to be able to adequately explain the problem to me), split it up into bite-size pieces, and contract it out on eLance. I remember him being unusually adamant that my work look "professional" -- most likely because it's his professionalism that's on the line.
  3. Hey all, This is an odd question, but I've got my first chance to actually do some paid programming work (ever) and I have to know that I'm capable of solving the problem he's laid out for me before I accept the project. If you'll please help by looking over the example problem for a short minute, I'd really appreciate it. I'm going to look like a complete math beginner here, but after looking over his description of the basic problem this function needs to solve, I still have some questions. I'm hoping you guys can give me some insight into what his instructions mean, because I understand them like 80% -- and I'm not sure whether the last 20% is missing because I'm not qualified or because his instructions are confusing. ----- To solve this type of problem laid out in Doc1, even if it were much more complicated than the example, I'd still just write a function that sums the distance over various aisles (the "P sub M"s) for each combination of picks (i.e. each element of K*) and then picks the lowest possible summated distance (finds the lowest value of P). Correct? As long as I know the probability of each aisle being chosen and he gives me the function or information I need to determines the distance for each aisle, it should be easy. The only inputs for the function would be M (number of aisles) and N (number of picks), correct? I'm not sure I have everything figured out right, but I'm willing to work very hard and fast to get it figured out. (On that note, how does "h" feed back into the equation. It says to find E[P] for a given value of h, but then h doesn't reappear later in the description. I'm afraid I may be misunderstanding something.) If you're able to give it a quick look over I'd really appreciate it. Thanks   P.S. I know that on these forums there's a strict rule against people who lazily ask others to do their homework for them, etc. But I'd like people to know that I'm making an honest effort to learn. If this turns out to be a project I'm not qualified for, I at least want to know how to understand and solve similar problems in the future. It's been a long time (about six years) since I took a math class in school. Thanks again.   EDIT: It appears the first document didn't upload correctly. He had the example problem in a .docx file, but the problem was actually in the form of two images pasted in that file. Here they are. [attachment=16649:Example1.jpg] [attachment=16648:Example2.jpg]
  4. Hey all, I wanted to share the results of the project I've been working on for the last few days. It finally reached a milestone where I have a working "proof-of-concept" program, and now I want to tweak it so it looks prettier and has lots of interesting features. I've been using Biogenesis (Specifically, a mod of it called "Biogenesis Color Mod" : https://sourceforge.net/projects/biogenesiscolor/) and a QLearning framework I found at http://elsy.gdan.pl/  Check out some of the samples on the Elsy website. He's actually got a nifty little library there. He implemented a type of reinforcement learning that uses neural networks, and the "Wanderbot" or "Apollo Lander" examples both show what kind of tasks it's effective for. Anyway -- I decided I wanted to combine Biogenesis, which I've always found to be a fascinating program because of its relative simplicity (but cool results), with this other guy's QLearning framework.  In Biogenesis, each creature's lines have different functions based on their color, and each creature's "genes" just store the overall shape of the creature. So more effective shapes are selected for. But movement patterns are largely unintelligent. But now, as of about 5PM yesterday, I've got a working prototype of a Biogenesis mod where each creature is connected to its own (surprisingly effective) neural net, and can make movement decisions based on the information passed to that net. --- I thought I'd come and ask if anyone's experimented with either of these programs before, and if they have, do they have any input on this concept? Any ideas of how you'd like to see it implemented? How do you think each creature's brain should be given reward feedback for the reinforcement learning framework? Should their "preferences" be stored as hereditary information?   Right now it just has information from the "eye" segments that it has evolved to have. Each eye is going to feed information on what color segment it sees and how far away the seen segment is.   But I haven't yet tested the performance of this framework. If it can handle larger numbers of inputs without slowing down, I'd like to give each creature more information... each frame it could get an array of doubles representing its current structure (that way, when the structure of the creature changes over evolution, the brain has inputs letting it know so.) It could also be given input on its own health, its reproductive success, etc.    Essentially, the brain could be full of different inputs, and the reward system for the learned behaviors could be totally different too. There's ton of cool possibilities, but I'm thinking about implementing a system where each creature's genetic code holds information on how to implement that creature's brain: this way the wiring of the rewards and inputs can adapt itself over time to whatever's most effective. I'd just add an energy cost per input for each organism to limit unnecessary complexity, and then let it go!   I suppose it would be very similar to other ways of training neural networks that I've read about, where they use genetic algorithms. Except this way the genetic algorithm is implemented visually, and rather than assessing each through a fitness function (which is way more common) the fitness of each NN's behavior is pruned incidentally, through the survival of the organisms.   Anyway, I won't be working on it more until after Friday -- work's getting in the way. But I'm excited to see the results after that, and I remember GameDev being a great community for discussion last time I was here. (Many years ago.. possibly as many as 10, at this point. Wow.)