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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.

d000hg

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  1. I suppose if you have someone updating their blog (journal) every day then it's naturally going to get picked up by your automated system since presumably you don't have many blog posts every day. I did wonder about whether it's permitted to use your blog as a pure advertising platform as at least one company is doing, maybe limiting each blog to only getting 'syndicated' once a week at most? I have noticed some improvement although Facebook is a bit of a law unto itself... what it chooses to show me might not match what you're posting 1:1 in terms of which posts, when I see them, etc.
  2. Thanks guys, that's most helpful. I'm already getting in too deep to the "make it perfect" trap rather than "the server decides, everyone does what the server says". A messy, imprecise system is clearly just fine - then you end up trying to make it look less messy ore on the client side rather than trying to make the underlying simulation perfect?
  3. (and yes let's assume this is a client-server not P2P world now as that seems obviously the right direction)
  4. Great post, thanks! Is it normal/desirable that every client and server works in terms of frame number i.e. a fixed time-step, regardless of rendering? So a client says "at frame 1234 X happened"? The last multiplayer game I worked on had this, and of course the issue is the server receives updates from clients not always in sync. You don't want to lock-step everything (I think) as one person's slow connection lags everyone. But the server is potentially getting frame 1236 from client B before it has got 1234 from A. What happened here was that the server did two things in parallel (as I remember it): Apply the updates in the order they are received Apply them in the order of their frames And then check if the states match, and retrace its steps to the frame things diverged. This is what I'm calling rollback and I hadn't seen it before. So the server would have a state at frame 1236 which was malleable and another at 1234 which was locked in. In the past I've heard advice that clients and server shouldn't try to be locked in sync but each should spit a constant stream of updates so things out of sync quickly get corrected. But you surely still need a way for the server to have a 100% accurate world-state... so for a fast-paced, relatively simple game is there an obvious design pattern to use? Maybe there's something I can read up on or a book you can recommend?
  5. Oh of course a client can't be trusted but non-tampered clients would reject the input from the dodgy one was my point... the results wouldn't tally. In this case every client effectively is a server+client. But I was more talking about the roll-back approach to defend against mistakes rather than deliberate cheating. @Kylotan makes the valid point that scale requires a central server, even if all it does is post updates between all clients and do very minimal checks. However even here wouldn't clients typically have dual gamestates - the most recent server state and the current client state - to have smoother gameplay where we only roll-back if the server state mis-matches the client state. i.e. the client predicts what is going to happen, asa way to reduce laggy artifacts?
  6. In a simple, casual online game like Slither/Agar, would more experienced network/multiplayer developers say I need a proper game server, which maintains an entire world state and prevents clients from doing things they shouldn't? I need to prevent different clients from diverging wildly but can I do that client-side only using rollbacks and so on? I don't know many technical terms for different multiplayer methodologies / design patterns so if there are standard names you can suggest I google that'd be helpful, as well as your own suggestion of how to design something like this? Multiplayer seems an area I could get sucked into ever more complex designs if I'm not careful. Let's say I need to support 100 clients - not thousands, but not 10 either.
  7. I used SFS nearly 10 years ago on a Flex/Flash web-based MMO and liked it. As mentioned elsewhere I've some ideas for a sort of ".io" game which is technically a MMO though a simple one. I've seen people suggest the server component of such a game is too simple to benefit from middleware, and things have moved a long way since 2008 anyway - so I wondered if SFS is widely used or is just another niche product since I've been out of the game, so to speak. Anyone here use it in their projects or have anything to say about it? It would suck me back into Java coding while I prefer C# these days, but that's not such a big deal I suppose! (I guess this is the better forums section, rather than network/multiplayer?)
  8. Accurate. But where's the next update to YOUR project...?
  9. No problem. I'm happy to see the odd job post - clearly if you have several you somehow have to decide which to spotlight - and game engine/tool advert, alongside forum highlights and journals/member announcements. But I swear on my phone I saw 5 Corona Labs posts in a row this morning... the first one was quite interesting but I don't need 5 posts about different aspects of it all at once
  10. Recently my Facebook feed is frequently getting deluged in posts from gd.net. To the extent it's virtually all I see... Right now I've got about 10 posts almost in a row about some 2d game engine, a whole bunch of job ads, and a couple of others. Can someone manage this better... Trickle a couple of posts per day perhaps... Because right now is at a level more like span that makes we need to stop following, which I don't want to do!
  11. Thanks for the reply. I like the overhaul other than this
  12. Also, that page is so, so bad - I've no idea what's going on it's like 3 separate pages have been welded together. I can't even see a "search" button so I'm left with 180 pages of blogs to trawl through? I definitely can't see anything suggesting I'm currently following any blogs either, and I can't search for them... all I want is to see what Slayemin is up to but I can't even find his user profile let alone his blog.
  13. Will I still be following ones I was following previously and get notifications of new posts or do I need to set them up again?
  14. I don't see them in the top nav-bar and I can't see where followed journals are listed?
  15. Sorry yes, to clarify I'm meaning a 'casual MMO' sort of like Agar/Slither and with deliberately quite minimalist graphics so that in-browser is not a big task. Browser VS desktop client could be as much a decision about sales model as technical issues - I perceive that selling a downloadable game is probably easier than selling a browser-game, you'd have to go another route (I have no idea how slither makes money - maybe they rely on mobile app sales?) I suppose I'd thought/hoped there might be a nice C# toolset which spat out JS/OBJ-C versions for different platforms, a bit like the 2D library we used to use years ago (SDL?)