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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 Alpha_ProgDes

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  1. Well I can't speak to the art part of your question. But as far as 2D game engines are concerned, GODOT game engine and Gamemaker tend to be most popular/used.
  2. I would hope that any college giving students a BS in Games Programming and Development would provide that sort of information. But my advice would be to create a portfolio of game designs or actual games. If possible, create a game using Gamemaker or any game library/engine. Publish the game on Steam, Windows, or iOS. That way you have something to show and talk about in the interview and won't look completely green. There are 1000s people looking for the same job. So you'll have to demonstrate that you're capable to fulfilling the tasks they may assign you.
  3. Shouldn't Full Sail have a syllabus telling you what maths you'll take your first semester? Or at least what the prerequisites are?
  4. Don't you need inheritance to polymorphism?
  5. My apologies for reiterating what's already been said. But I think the reason is really two-fold. Complexity and seamlessness. Switching from one genre of play to another is quite complex. You essentially can have 5 mini-games rolled up into one. Does the game benefit from that complexity? Is it a better game now that you have essentially 5 games in 1? The game and level design as well has to be done extremely well for players to enjoy and appreciate it. Otherwise you just have "why did they do this?" every time you reach a new level. Which leads to seamlessness. Is going from 1 game to another a seamless transition for the player? Or is it jarring as another poster said. Would the player feel that this game would have better if you had made the main game (in 1 consistent genre) and 4 spin-offs (based on the other genres)? In short, I think developers haven't become accustomed to developing games in that way, designers aren't very good at it, and players are happy with 1 overall consistent type of play. I am a very fan of mini-games though. My fondest memories of that is FF7.
  6. Again... I do not understand. But this lady clearly has issues and pedophile if not child abuser would not be inaccurate in my description of her based on this article: http://www.foxnews.com/us/2017/06/20/married-middle-school-teacher-27-arrested-for-sex-romps-with-her-underage-boy-student.html
  7. These women are creepy, ActionMan
  8. So once again, there's another story about a female teacher having inappropriate contact with male students. An example of that, here. But this trend has been ongoing and rising (it seems) for the last 10 years. I hate to be that guy, but where were all these teachers when I was in school? But the more serious question is: why are all these grown, reasonably attractive women going out of their way to date children? Is it that hard to find a date? Have casual ...relations, with adults? Is this a power thing? Self-esteem thing? Lack of appreciation thing? I just don't get it. Does anyone have some insight on this? Anecdotal stories? Article to point me to?
  9. We have enough laws on the books to deal with the issues we have now concerning hate speech, terrorism, extremist violence. So I don't see the need to jump off a cliff to enact draconian measures to stop these acts. In terms of Europe, UK in particular, it seems their citizens have the right idea. They can clearly separate the bad from the good (at least according to the media). People on terror watchlists and have been legitimately vetted to be legitimate threats (website viewing, actual travel, social media posts, criminal record, known associates) should be watched closely, among other things. Deported/expelled, as long there is compelling evidence, I'd say go for it. If Europe truly wants to put an end to this, then a lot of these North African and Middle Eastern countries need to be stabilized and engaged with. Otherwise, they'll be complaining about immigration for decades to come.
  10. If you're making a game with Pygame, then a game with the same complexity as: pong, snake, asteroids, breakout, tetris, missile command, galaga,  pac-man, ikari warriors, gradius, super mario bros, or zelda then pygame should be [more than] sufficient.   If you're struggling with making a button class, then know it's not going to be much easier in other languages. Python is one of the easier languages to work with.   So I guess the questions really are: what is it exactly you're struggling with, what's the button planned to be used for (menu, part of in-game GUI, etc), and do you understand what's actually needed to make a button class?
  11. Automatic is nice as long as the algorithm is doing the right thing. Though it could be that if an user is upvoted enough times, then they could be up for consideration and a select group of people can vote on whether or not they get the guru tag. Kinda like how we approve articles now.
  12. @Khawk - poor blogs. :D Is this to promote more articles or because of the random nature of blogs? Just curious. @frob - It would be nice if somehow people could be given some sort of acknowledgement as a guru. Like if someone has a "C++" tag next to their name, then people know that user is knowledgeable in C++. The tag could be given by committee or number of articles (or something).
  13. 1 - I'm quite ok with the OP getting points or good answers getting points. At least we know those people are adding to the knowledge base of GDN and the points can indicate that. 2 - I never liked getting points for logging in or upvoting. 3 - However, users should be rewarded, quite visibly, for actual contributions to the site. Blogs (arguably), articles, content for the Store, creating tutorials, hosting Yearly Events (ex: WoA). If those rewards come in the form of (major) points, icons, and/or titles, then that's visible and should be well-received. However, we can provide something a bit more tangible. Books, [x] amount of time of free membership, a ticket to a conference (ex: CppCon, E3, PAX East), Steam Keys, etc. Either heavily discounted or free. (Or if you really wanna get crazy, pull a string and get someone's game published by a AAA studio). I think that would spark some activity or at least motivation for some more, if not better, content to be added by the users. 4 - It still would be nice if there were some place to hosted or publish games. (But I know that a different subject for a different day.)
  14. I'm in like Flinn. First line of code: return 0;
  15.   I agree. Or at least Your Announcements forum. Here: https://www.gamedev.net/forum/6-your-announcements/