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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 meeshoo

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  1. Hi fellow developers,   I have recently written an informal article with my ramblings about what I've learned so far in terms of social media marketing and pr in regard to game development:   http://www.jungle-troll.com/2013/12/23/social-media-marketing-wait/   Opinions are welcomed as usual!   Cheers!
  2. I kind of disagree with the article. Let's say I make a game, an IAP based one, and then I release its source code together with the game. The 1000 talented and hard working employees company in a country like India picks up the code legally as FLOSS, recreates a new content for the game and releases their own version. New brand, new everything, but the same game. You can't sue them for this, Zynga wasn't sued when they did pretty much the same, but they have to do their code too. From that moment on they can make things 1000 times faster than you and you are broken.    Of course they can do what Zynga did and imitate my game but that would at least give me a head start on the market.
  3. Hi,   here it is the 5th and last part of my motivational series, mainly about enjoying what you are doing and balancing your life around money and spare time.   http://www.jungle-troll.com/2013/12/16/motivational-enjoy-ride-part-5/   Cheers!
  4. Deferred shading is the way to go with so many lights, but artistically speaking there are too many lights in there. There are different "kind" of lights you want in a scene:   1. lights you want to see (i.e. light bulbs). You can use some halo textures and light maps to bake these in, having little performance impact 2. lights that you want to see reflected, like if you have a car in a show room and you want lots of lights bouncing off its surface, you usually solve this using some environment texture mapping effect 3. light that actually affect stuff which can be also per-vertex or per-pixel, the later being the real performance hogs.   From an artistic point of view however the less lights you use, the less confusing is for the player and the more dramatic effects you can obtain. If you look at professional films and photos you can see there are only a few lights that are used in a clever way to produce astounding effects. The more lights you add, the more fatigue and confused the player will get.
  5. Really depends on your game. If you have tutorials, you don't need an entry for instructions in the menu, but an option to enable them in gameplay. Generally the less you have the better as a general rule, less confusion is always a winner. You should have a Play, Options and maybe Quit buttons in the main menu, and if you have several difficulty levels I will put that the next set of options after pressing Play. Within options depending on how many you have you can go with only one menu or have sub-menus. If you only have sound settings for example there is no need for multiple menus. If you have a lot of graphics tuning options and then audio and input and so on, then it is better to make a menu for each. Generally it is not a good idea to go more than two levels deep, you risk to confuse your average user.
  6. Hi,   Just completed my 4th part in my article series about motivation, this time about professions and hobbies   http://www.jungle-troll.com/2013/12/09/motivational-professions-hobbies-part-4/   Any feedback is welcomed as usual.   Cheers!
  7. Usually you have to edit it yourself. If you would have an automatic way of doing it, than your bots could use that mechanism instead of the mesh, so there would be no point for the mesh to exist.
  8. Since English is not my native language I still have to learn the subtle meanings of various words and expressions. I used failure according to a definition I have found on the internet in which the first meaning enumerated among many was:   1. The condition or fact of not achieving the desired end or ends   This is what I actually try to express, the fact that you try something but not achieve the desire end.
  9. There is this winapi function; http://msdn.microsoft.com/en-us/library/windows/desktop/aa364955(v=vs.85).aspx
  10. Well, I think either way you go, you will have to implement two sets of assets, especially for background stuff or things that stretch over the screen. I don't think it is a matter of "on which device I start", more of "on which resolution I start". In order to have pixel perfect graphics you might want to create several asset packs for each resolution. If pixel perfect is not that important, than I think you should start with the highest resolution available and then use that to scale down things to lower resolutions.
  11. Hi,   The third part of my series about motivation is on-line, you can read it here:   http://www.jungle-troll.com/2013/12/02/motivational-frustration-part-3/   Please let me know what you think about learning, frustration and how they affect one's motivation.   Cheers, Mihai
  12. Sorry for the late answer. Why don't you get file size first, allocate a big enough buffer to contain the file, read all file at once as binary data, then using strtok split the file into tokens based on white spaces and end of line characters and then process each token as you get it and use it based on the reading state. You can use something like a state machine to know what to do with the current token.
  13. If you always have a string followed by a varying number of floats, you could use vscanf. If you have floats and strings intertwined then you should read one line at a time (or the whole file if it's small to improve performance) and then perform a parsing of the memory buffer you've read the file and split it into tokens (separated by whitespaces). Then you can try to convert them to floats and see which ones are floats and which ones are not.
  14. Answered but really I work with a lot of programming languages and when it comes to game dev it is more about what language can I use for the middle-ware that powers my game than what language I prefer for its features.
  15. Hi,   wrote the second article in my motivational series, this time around about goals and rewards:   http://www.jungle-troll.com/2013/11/26/motivational-goals-rewards-part-2/   As usual any feedback is welcomed :)   Thanks, Mihai