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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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  1. But that'd suggest that fear of computer glitches would be inversely proportional to knowledge about computers, which anecdotally doesn't seem to be the case. On the contrary, it seems to me like people who know more about computers get more uncomfortable when a computer does something unsettling.
  2. Hmm, so it looks like fear of computer glitches is actually surprisingly common. I'm sure there's a bit of a sampling bias here, but I bet it's more common than I thought elsewhere as well. Maybe it has something to do with the fact that part of the whole point of computers is that they always do exactly the same thing with the same inputs, in which case unpredictable behavior is especially surprising. Anyway, I'm trying to incorporate some of theses glitches into a game I'm working on, and I think it might be pretty effective. Right now I'm going for corrupted blocks of pixels and audio that that really rapid skipping thing that seems to come up before a blue screen. I'm pretty confident that it'll be scary, since yesterday when I tried to open up the game to work on it, my machine (a fairly middle-of-the-road laptop that I put way to much stress on) glitched out in real life in a way that was, amazingly, substantially identical to the fake glitched I'd designed. Sure enough, it was scary. I shut the computer off immediately and was afraid to turn it back on for quite a while...
  3. I think this is partly true, but not completely. I've worked with a custom version of the engine (although I don't touch the actual engine code a great deal, so this is largely secondhand) and my experience is that, while it's difficult to do these things, it's still much easier (and cheaper) than the alternative of maintaining a custom engine. Specifically, it's challenging to make significant changes to the engine, but there's nothing that complicated about it. I've seen people change really significant bits of the rendering engine quite successfully. It's also possible to keep the engine more or less up-to-date (albeit with some latency) after doing this. Merging features in from the official branch can be tricky, but it's still a lot easier than, say, implementing those same features from scratch instead. The easiest path is to use the engine as-is, of course, but adapting it for a "big" game is often much less expensive than not doing that.
  4. I guess I'm sort of similar but also not at all. I definitely spend a lot of free time making games (or at least game-like demos) and very little playing them, but I can't really say I feel like I've grown out of games. When I do play games, I mostly play really old games (which are exactly the one's I'd expect to grow out of) and the occasional weird horror game. I do spend a fair amount of time watching newer gameplay videos on the internet, which I prefer for a couple of reasons. It's a good way to appreciate the design, artwork etc. that I'd probably miss if I had to focus on actually playing the game. I'm also just not any good at playing modern games, so watching someone else play means I'll get a better sense of the pacing/story than I would by fumbling through it awkwardly. That said, I am a bit confused by the appeal a lot of these giant open-world games that seem to be especially popular now. I feel like I typically prefer a more curated, finite experience, whether that's in terms of story/progression or the gameplay itself. A lot of open-world games don't really seem to be about anything, and I'm not convinced they're worth the time investment if there's not really any kind of payoff or development. EDIT: And yeah, Sega Dreamcast is the most recent console I own. I've got a nearly-complete collection of classic Sonic games, though, including all of the 8-bit ones* and I play them fairly regularly. *Up to 1999 and not including arcade games or games where Sonic isn't a playable character. Beyond that, I think I'm only missing one of the two Sonic Drift games, Sonic Labyrinth, Sonic Gameworld (I've got Sonic Schoolhouse, though...), and Sonic Eraser, which is definitely a thing I just found out existed.
  5. I think the reasoning is actually pretty straightforward. Basically, the complexity of what consumers expect in a game is continually increasing, meaning that engines also need to become increasingly complex. That means the cost of maintaining a custom engine even through a single development cycle is also going up. Meanwhile, accessible third-party engines are not only keeping up with this complexity, they're also becoming much more mature (and generally less expensive, too) than they were even a few years ago. All in all, in a lot of cases, it just costs less time and money to use a third-party engine. Furthermore, there's no reason I can think of that this trend won't continue. Even if a custom engine seems like a good idea for a project now, it probably won't be for some future project, so using a third party engine now means you'll already have valuable experience with the engine you will use in that future project.
  6. Well I'm pretty sure I thought I was agreeing with you when I first made that post, so it looks like we're on the same page now.
  7. It's not correct that the court "must find her guilty." Nullification has been a tradition in the United States since before the United States. As far as I know, all rulings have affirmed its validity as well.
  8. I can only imagine that this has been answered somewhere already, but it sort of looks like some people's usernames have recently reverted to names they had a long time ago. Is that related to the upgrade, or just coincidence?
  9.   Ooh, this is definitely the sort of thing I'm looking for. I'm not sure if I'm looking for any particular type of data set at this point other than something that'll help me maintain interest. I guess if I had to choose, I'd pick stock prices and brain scan data. Brain scans seem just inherently interesting, and stock prices because it seems like being able to predict even incrementally better than what I can do without machine learning would have some tangible value. 
  10. I'm leaning toward Sega Genesis since I've already got a pretty good development environment set up, but don't hold me to that. 
  11. I'm thinking I might give this a shot. I'd like to make a console game, though. Will this be fine as long as I bundle it with a preconfigured emulator? It would be completely free and self-contained, without requiring any proprietary BIOS, etc.
  12.   It's definitely hard to recommend a site to someone if it needs to be prefaced with "people only occasionally suggest killing everyone in your country, and those posts usually get deleted."
  13. Thanks. I had managed to get it working on the GPU eventually, but it just wasn't as smooth of a process as I would've hoped, and I felt like I might be able to get just as much out of something simpler.  It's probably worth pointing out that this is strictly for recreational purposes . I'm much more interested in something to play around with so I can maybe build up some kind of foundation and intuition, and then ideally see where it takes me from there. If this lends itself to a game or even any kind of programming project at all, then great, but if not, also great. On the other hand, if talking to TensorFlow or some other library through a C++ API seems like the most direct route to making it do things, then I'll dive right in.
  14. I'm looking for some tools to start creating some machine learning projects. I do have a little bit of experience with this topic, in that I've got a pretty good understanding of most fundamental classifiers and models. I've used WEKA a bit, and it seems good, but it wouldn't surprise me if there were newer/better tools. TensorFlow is completely new since I've last done any of this stuff. I don't really know anything about it, although I've heard that it doesn't really "do" anything that's fundamentally different from what traditional neural nets do. In any event, I'm pretty sure it's not what I'm looking for right now. I'm more interested in something I can experiment with quickly, ideally with a UI of some kind and not too much setup. I'm lazy, so by the time I got TensorFlow to even work on Windows, I'd pretty much given up. I think I'll try going back to it once I'm actually comfortable with what I'm doing.  I'm also interested in finding large, free data sets for training models. Pretty much anything will do, including text, audio, video, images stock prices, betting markets, brain scans, etc. This and this sort of thing are extremely interesting to me, since they pretty much seem like magic, but so far I have no idea what projects I want to try myself. Anyone else had some success with doing this?
  15. Not just my friends or family but I myself, ... I really would love it because it would mean the police are  vigilant and doing their job. Eventually all innocents would be found clean and left alone. Thats better than whats happening now. Police in many western countries do prevent a lot of attacks but are also reactionary to many others.  And this is when it hurts Terrorists have to succeed once to make the headlines, the police have to get it right all the time to save lives. Under that kind of pressure I don't mind being spied upon. It would be naive to get twitchy about your freedom and being spied upon and then mourn later when ISIS succeed Do you know that some of those who carried out the recent attacks in the UK were reported to the police  for their extreme radical actions. But something held the police back. That something hangs between protecting people's freedom, political correctness and lack of funding because there are now fewer police around than there used to be to monitor and keep track of extremists properly, so they are now cutting corners   Right, so, assuming that you and your family didn't do anything to deserve your dented reputation, wouldn't you rather law enforcement spend their limited resources elsewhere? Singling out all mosques isn't merely unfair; there's also seemingly no reason to believe that "slip[ping] more secret service agents into their communities" will in any way help to combat terrorism. Doesn't the fact that the attacker was already "reported to the police" just provide yet another data point that the police are perfectly able to identify attackers without needing the kind of profiling and intrigue you're proposing? Like I said before, it's one thing if you're willing to discriminate against Muslims to make society "safer" or whatever, which I admit is not something I'm really into on principle. But unless there's real, solid evidence that your proposals will actually make people safer by actually helping to stop terrorists, that trade-off doesn't even seem compelling on its own terms.