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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 Zefrieg

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  1. Someone evil. I'm behind the mask.
  2. 1. Read a book on game design. (I would just find a free online one like Chris Crawford's Art of Computer Game Design) 2. Read a book on software engineering. The first will help you with creating a concept, and the second will introduce you to methods that can be used to take your idea from concept to game. As for decomposing your favorite game to re-implement parts of it, I wouldn't listen to that rubbish unless your idea of creating games is making an endless array of clones. Don't copycat other people's work. The only thing that will do is make you a 'hack'. You would get more from creating a puzzle block game of your own design rather than just reproducing Tetris. Another thing you should keep in mind is whether you are learning or you are making a game. To learn, you don't exactly have to implement an entire game. When making a game, it is best to know how to implement most of it beforehand.
  3. Ok, here is a gif then:
  4. Need I say more? [wow]
  5. There is scientific and industrial research that will someday produce cost effective solutions to decrease greenhouse emissions. Everyone realizes that it is a problem we are going to eventually have to fix. Unfortunately, these changes will need to be introduced in a way that maintains stability, and they can only be done when the technology is available to use on a wide scale. As for the US, the government should give incentives to taxpayers that purchase fuel efficient or environmental cars and do other things that reduce consumption of non-replenishable resources. Unfortunately, that isn't the case, in fact, the opposite is true such as paying increased property taxes for fuel efficient cars just because a person doesn't buy as much gas as they used to.
  6. I would suspect that the roles of individuals working on larger games will get more and more specialized. Physics, AI, graphics, and other stuff like that. It would probably be better to read some books and white papers on what you want to do. You would get more from that than another Masters degree.
  7. I just have a static class called drawing. There are drawing functions which just accept the base data for whatever needs to be drawn like lists of vertexes, surfaces, textures, etc. I also have functions that change the state of the renderer for different types of rendering and effects. This minimizes dependencies, and allows me to add new stuff painlessly.
  8. You want to learn APIs and other stuff like that? Well, I would do the following: 1. Think of a project you want to do using the language or API. 2. Try to define the parts of the project to a point where you have a clear idea what needs to be done. 3. Work on the project and mutter things like, "Why isn't this working. Work you stupid piece of crap!" 4. Put the work somewhere where people can comment on it and make suggestions. Try to implement any feature requests that seem like a good idea. 5. Move on to another project. The easiest way to learn APIs is to just use a wide vareity of them in various projects. The same goes for languages. If you have a broad experience with different APIs and languages, then you are more apt to choose the ones that will save you the most time and give you the functionality you need. Try to make things easy for yourself.
  9. Quote:Original post by acw83 I would think 4+ years of experience would be sufficient, provided you really know C++ well. Knoe what your best strengths and weaknesses are in the language, and be prepared to answer if they ask you this. The problem with job requirements is that they are often written by HR people who don't know much about development technicalities. For example, back in 2001, I remember seeing job ads "requiring" 5+ years of Windows 2000 experience... you do the math on that one. It is surprising how often you see stuff like that. I've seen ads that ask for people with 10 years .NET experience.
  10. Quote:Original post by Anon Mike Reverse polish was popularized by HP calculators. The basic idea is that numbers get put on a stack and operators pop however many operands they need and push the result back on. One way of writing your expression would be: 5 6 + 2 * 3 ^ The main advantage is that you never need parenthesis. It also lends itself very naturally to computer processing. Well, assuming you have space between each number and operator. This form probably wouldn't be good for hand-written stuff.
  11. Quote: Judge A: 7 Small and cute. Good use of single button. Use of 'j' as button was confusing. I hope I wasn't rated down for the use of the 'j' button. I supplied directions on which key was to be used, and once you find it, it ceases to be "confusing". The directions did not specify a specific button to use. This confusion you speak of results from playing 20 other different games and then having one with a different primary button. It is just the same as with FPS games. If you were to encounter a layout different from the other FPS games you have played, then it would be confusing I admit. Though, games offer manuals and instructions that clear up this confusion, and I did the same. Judge A, if you rated down for the use of button that was applicable to the actions presented in my game, then you should reconsider, since the confusion was a result of the quick 10-20 minute play time you have been giving these 28 games. It shouldn't matter which button you use as long as you supply the proper documentation with the final entry. I believe this was covered before.
  12. Quote:Original post by scgrn Well, here's my team's very unpolished entry: EAT!? Eat things smaller than you. Jump over things bigger than you. Grow big and eat bigger things. Keep eating or you'll die! Hope you like it. It's written in java 1.42 and runs as an applet or an *.exe. I recommend running the executable, as the applet takes a looong time to load. (I ran into some problems building the jar file right before the deadline). Sorry for all the loose files, again jar problems. Let me know if you have any problems running it, or problems with the frame rate. I didn't get a chance to test it on other machines. Have fun and good luck everybody! Great game, and I think it would be even better if you worked on the controls a bit more. The game was a bit easy, and the only thing that usually killed me was a misfire of the second jump because I didn't release the button fast enough. It would be good to seperate the jumps and not having them both go off right after eachother because the user holds down the button a bit too long. Another issue I ran into was the frequency of food items the creature could eat on some games. It would be very plentiful on one, and on another I starved near the beginning even though I collected all the food items that could be eaten. You might want to increase the probabilities of acceptable food items if none show up for a while, or just have to food be worth slightly more. When the creature gets really large, he seems to spend most of his time off of the screen in mid air, and it can be difficult to gauge his height when trying to dodge the large humanoid creatures. [Edited by - Zefrieg on November 21, 2005 9:12:26 AM]
  13. Level 20 is the highest level in Butafly Catcha, and it is reachable. If you want to try to get up to the level, then I would suggest trying to dodge the rocks and land where there are gaps on levels 15+.
  14. I have a new version of my game with levels and decent slowing. It improves the gameplay quite a bit.
  15. Quote: Butafly Catcha: Apart from the massacre of the English language, this game is a damn fun game. I love the old GB sidescroller style. That's because it is written in African American Southern Vernacular.