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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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  1.   iunderstoodthatreference.jpg -_-
  2. As far as I know, you can use normals with indices, but keep in mind that the normal on your surface with be interpolated in the pixel shader, so the cube will look roundish. If you want to have hard edges, you have to declare a vertex for each corner of a face (so you'll have 4x6=24 vertices).
  3. What problems do you encounter exactly? Is it about parsing the console arguments, interpreting the result, or just keyboard input?
  4. Monogame works basically the same as XNA, so yes it does support GameComponents. In your Game.cs class, just add:   this.GameComponents.Add(new MyGameComponent());   Where MyGameComponent is your own Component.
  5. Weapons are subject to copyright laws like any other product, so if you use any weapon in your game (except the AK-47 which is in the public domain I heard), you'll have to pay the license fee.
  6. Found this comment on a game I worked on: // super shiny disco hack!! Don't know who wrote that, but it was shiny indeed.
  7.   Ubisoft Paris / Just Dance (among others)
  8. I've been working in the industry as a programmer since 2010. Now i work in a big company that makes mostly AAA games :)   My dream job though is to be a game designer too, and make my own games within small teams!
  9. That would be a very interesting idea, I love it! Testing each other's game is always good for motivaton, on both sides. Developers get constructive feedbacks, testers feel useful and can see what others are up to. tigsource has a specific section on their forum to show your prototype, and I think it would be very good to have one here on gamedev.
  10. Hi   I'd be glad to participate in your research project! I've been developing games as a hobby for many years, and professionally since 2010. You can PM me your questions, or if you want, we can schedule a call on skype or someting (but note that i don't speak english very well and my time zone is UTC+1).
  11. I use C++ on a daily basis at work, and there's a lot of things I don't like about it: - confusing syntax (templates, lambdas, iterators...) - no proper implementation for delegates, no RTTI, no real interfaces (only abstract classes) - the 'override' keyworkd is not required - a lot of small WTF that kill you productivity. For example the boolean type is broken in C++, you can write something like that : myBool = 3; if (myBool == true) { // do something } else if (myBool == false) { // do something else } else { // WTF ?? } Another example is destructors that are not virtual by default. How many hours did I spent trying to solve a bug before realising that my desctuctor was not virtual?   In general, I think the C++ language is confusing and overly complicated. It's really easy to fall in a trap if you're a beginner or if don't know by heart every little implement details of the language.   I also use C#, and so far, I like almost everything about it :)
  12. The best suitable games for a single developer team is puzzle games and platformers, but those genres are already oversaturated... If you're looking for a genre that doesn't count that many clones, you should make a first-person puzzler.   It's challenging to make one on your own, but it's doable! Antichamber was developped by only one guy, The Stanley Parable by 1-2 people.
  13. Hi, I heard that SFML is a good C++ library for games, It is not as high level as XNA, but definitely easier than SDL.
  14.   Yes exactly !   Your equation is the right one for a linear interpolation, which, I think, is sufficient enough (you could do a polynomial interpolation with 3 or more keyframes, but it becomes complicated).   As you noted, the more keyframes you store, the more accurate the replay will be. When I implemented a replay system for a ball game, 30 frames were created per second, and it worked well. the replay duration was at most 5 second long, so the data buffer was very small.
  15. Hello jujunosuke,   Recording only the position and orientation of each rigidbody along with the keyframe should be fine. After the recording, you will have an array of frames that look like this : frame n : - time = tn rigidbody 0 : - position = p1n - orientation = q1n rigidbody 1: - position = p2n - orientation = q2n ... During the replay, you just have to manually set the position/orientation of the rigidbodies by interpolatating between the different frames, like you said. It's like playing a skeleton animation. Also, you may want to disable the bodies during the replay to avoid unnecessary collisions.   I'm not very familiar with the physX callbacks (Update, LateUpdate...), but depending on the quality you want for the replay, you can call the record function either in FixedUpdate (more simple, because you don't have to store the time since the frames are recorded at fixed intervals), or LateUpdate (will give a smoother replay because more frames are created).