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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 bosscheese

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  1. Quote:Original post by jflanglois Quote:Original post by Anonymous Poster Are you afraid of a few milliseconds loss in a console application? Are you afraid of portability loss when you're obviously targeting the Windows operating system with C#? For my apps, Console.ReadLine() does enough for a quick solution. Are you afraid of logging in? [edit] And by the way, the "right" way of going about it (if you're too lazy to open up a console window), is to go to Debug->Start Without Debugging. jfl. nice... lol.
  2. never had the problem... always been great for me
  3. have u thought of changing choosing a path based on the actual square of a grid itself, to choosing a path based on the points that make up the grid itself? for example: instead of a path marked by X's like this: ----- |x| | ----- |x| | ----- | |x| ----- choose a path like this: --x-- | | | --x-- | | | ----x either way you need to insure that there is an odd number of movement points between openings/objects, or make all of your AI agents a size = 1
  4. i'm going to have to go with the programming genius is "better" for the lack of another term i guess. just because in order to pull off a great design, a programmer has to be able to understand thoroughly the way that the various parts of the program will come together to achieve that design. I also think it's interesting, assuming it was intentional, that you referred to this experienced designer as a "she", definitely something that is not very common.
  5. I've gotten some pretty strange reactions when I tell people I make games... doesn't hurt either now that I have a gamedev shirt that says it on the front. usually people think it's pretty cool, just because they think I'm some kind of a genius. To make what I do sound even more "genius" like, I've come up with the phrase "real-time interactive simulation engineer" instead of "video game maker" for a job title. works out relatively successfully. people will give u a look like.... "wuh?" but just accept that whatever u do is really cool/difficult/makes u lots of money.
  6. If the triangles are in screen space, then you just need to change the (x,y,z) values as specified in the previous post. If not, then you need to create a different transformation matrix for each triangle that you want to move, and apply each matrix before drawing the corresponding triangle. Search the net, there's a LOT of resources out there for beginning with DirectX.
  7. Oblivion is generating it's forest through the use of SpeedTree from IDV. It is a pretty awesome solution to the problem if you've ever seen a demo of it running. Check out www.speedtree.com for more infromation on how it works, or if you wanna drop the g's on buying the system.
  8. Make sure that the .x file itself has the file path to the texture set correctly (should be towards the very bottom of the .x file). I know anytime I have a problem with textures when loading .x files i just change the path to the texture and everything works out. And also, all the SetSamplerState() and SetTextureStageState() calls only need to be made when you are actually changing the parameters to them and drawing the results, not everytime you load a mesh, it is just slowing down your call to load. Put them in some kind of initialization function if they don't change frame to frame.
  9. I would have to say one of the most comprehensive collections of papers, tutorials, implementations, etc of terrain engines is at www.vterrain.org. I got my start there, and have since had a couple of different implementations based on articles and papers at this site. Deffinately a good place to start.
  10. It is usually best to use descriptive variable names, but you should be careful about overdoing it. You should check out naming conventions such as Hungarian notation, if it's your style it will make things a lot easier as you program. As always though, this is more of a style choice, and you should do what works for you, especially if you will be the only one reading your code.