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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 atimes

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  1. My personal preference is Gentoo/KDevelop. I've been meaning to give Code::Blocks a try but haven't had a chance yet.
  2. Quote:Original post by Iron Chef Carnage I want an MMO with no NPCs at all, where everything that gets done, and made, and sold, is handled by people. For the crafting part Star Wars galaxies had this before the NGE (or whatever it is they called the transformation that caused the massive exodus). Every item in that game, except for your standard issued equipment that was given to you on character creation was crafted by other players. EVERYTHING. If you wanted to buy something you went into a player owned shop, talked to the vendor managed and stocked by the player and bought resources, items, weapons, food etc created by that player. That was the reason they claimed they only allowed one character per server. It was impossible to buy any item in that game that was not player made and they did not want character independence (i.e. one combat character, one crafting character). As for me: LIKES: PVE and the ability to gain decent XP and progression in a group. DISLIKES PVP. Concerning PVP it's 10% of the playerbase but 90% of the forums. It's the reason I try to choose the non-1337 classes when I play in MMO's because I can't stand the usual immaturity that comes with people who engage in that (not everyone is like that I know but MOST of the PVP crowd are just DPS obsessed 1337 d00dz) I also want a game where grouping isn't a waste of time. I didn't like SWG because grouping was a chore in that game IMO. Phantasy Star Online though made grouping the most fun in the game.
  3. In all honesty how could this been seen as anything other than griefing? Could you give a bit more background on where you are going for this? If your goal is to say "because you can steal in real life you should be able to steal in an MMO", then will you have penalties since stealing is after all a crime? If your goal is just to add "gritty realism" I wouldn't expect this play mechanic to go down very well. I personally wouldn't want to play a game like this. Remember we play games to escape reality and if I have to worry about another player being able to swipe my swag off of my toon I'd rather just pass that game along. If you have a well thought out system and have stealing integrated into the play mechanic then possibly it could work. However I still think that no matter what you do a system that actually allows players to steal from each other probably won't be accepted very well.
  4. I'm sure it's been asked here before but I'm having trouble finding it. I've also seen the few Intel related tutorials around but for some reason I'm just not getting this. Does anyone know of some decent tutorials or pointers that show how to light a basic HDR scene or to perform simple HDR lighting? I'm familiar with the concepts (vaguely) where you take a floating point texture and use it to bleed or drain colors from surrounding pixels but I'd like an end to end tutorial as a reference point since I'd like to start playing around with this. Thanks in advance for all responses.
  5. I suggest you start with simple 2D programming. It's really not that difficult. I also suggest you use DirectX 7 API calls (if the latest SDK is backwards compatible that far which I think it is) since that was the last version of Direct X to truly support 2D sprite based graphics easily. It doesn't get much easier than Blt and BltFast to do your drawing on screen. Head over to amazon and buy outdated used programming books as well. I picked up a $50 book on 3D terrain engine programming that was considered "outdated" for about 3 bucks once. Since 2D is considered "old" now you could probably score some decent books on 2D graphics programming theory dirt cheap. Here's a link to an amazon list I just typed up. Personally I consider Andre Lamothe to be a good author on the subject for beginning game programmers. Like others have said start with C++ and begin working through that since the general programming comes before games programming. Good luck. Scour the forums and Google is your friend when you have questions.
  6. Quote:Original post by BlodBath SDL is a decent library, however I would recommend that you try SFML, which is similar to SDL except written in C++ with an object-oriented design. It will help familiarize yourself with the object model and some of the programming concepts that you'll need later. As a thread lurker I'd like to thank you for pointing me to a very interesting library.
  7. Quote:Original post by DrakeFG Ok so i won't use it! I'm studyin C++ now from the Deitel&Deitel Book...What do you think about it? IMO Deitel&Deitel books are great books. They truly do an excellent job of TEACHING the material.
  8. Quote:Original post by DrakeFG Ok I understand ;) But are there any positive comments? Does The Cd came with a sort of textbook? No. It's just a collection of tutorials. Again the codedumps themselves don't teach much. It's the comments that are gold. The author has a unique tutorial style in that he doesn't have some web page or something that you read along with. The comments in the code are worth more than the code itself. What he does for each tutorial is provide a visual studio project containing the code. As you begin to go through the code you'll see a simple block of code that is maybe 3 or 4 lines long. Before that though you'll see a 20 line comment block that explains what those 3 - 4 lines do and the theory behind them. That's where you learn. For GameTutorials and DigiBen's style the code itself is secondary to the theory presented in the comments. If you just take the code and cut and paste it then you'll learn nothing. If you actually look at the code and read his comments you'll learn plenty. There are usually a few free tutorials and examples posted on his site. Download a few and check them out (they are probably intermediate topics though so go slowly). Again READ THE COMMENTS because that is where the theory behind the code is presented. For example take a tutorial on shadowing. The actual shadowing code may be just a few lines long however he'll have a huge comment block before that code detailing the theory behind the method of shadowing that he's using. He also tries to break things down into pieces across tutorials. For basic collision detection he started with a line segment/plane intersection tutorial, then did a line segment/polygon intersection tutorial, then a point of intersection tutorial, then a sphere/polygon intersection tutorial etc. Each code dump had embedded comments describing the maths and theory behind each collision in detail at the relevant code points. Unfortunately they are no longer free. I was fortunate enough to discover the site before he started charging and I was able to learn from the tutorials while they were still free of charge. Are they great tutorials? I think so. Are they worth $70? That's a good chunk of change so I'm forced to say no, just because $70 isn't chump change to the average joe. [Edited by - atimes on July 25, 2008 4:09:12 PM]
  9. The tutorials are good but I wouldn't buy them. For years they had them all free of charge but stopped it a few years back which was unfortunate. Digiben's tutorials were great because he had a clean coding and commenting style and taught theory. "The Tutor's" I didn't care for so much because his code looked all jumbled and was more difficult to follow. Digiben focused on OpenGL and The Tutor focused on Direct3D. The meat of the tutorials was in the comments section because that's where all the theory and algorithm explanations went. The code itself was actually kinda secondary because once you understood the theory that was explained in the comments section the actual syntax used for implementation wasn't all that important. I think people critique the wrong things when it comes to those tutorials. The tutorial's try not to get too advanced with buffer arrays etc because they want to keep things simple and their main goal is to show concepts. I personally found them to be very educational, however since they are no longer free most of what they teach can be found on other websites that are free.
  10. You should be able to do simple bounding box detection. Do a few google searches for bounding box and to be more specific "axis aligned bounding boxes". The general idea is you keep track of the 4 corners of each rectangle then if you want to check for a collision you just see if the extents of one rectangle are in the boundaries of a second rectangle. If they are then you have a collision. It can be done with simple math and is very easy to do.
  11. Quote:Original post by BradDaBug I remember reading, way back in the early 90's. . . Am I supposed to feel old now seeing how the 90's for me weren't really that long ago?
  12. I'd like to say that I'd do something to benefit mankind but what I'd probably end up doing is going back in time to the day before Google went public and buy like crazy. . . Either that or go back to 1992 and invent eBay while in college.
  13. Tom's Hardware went on a tour of Gigabyte's headquarters and put up a slideshow showing how motherboards are made. Pretty cool stuff so I thought I'd share
  14. Quote:Original post by Simian Man That's about the worst example you could have picked to demonstrate a strength of C++. The ability of a program to observe and change its own behavior is called Reflection. C++ has virtually no support for reflection whereas other languages (such as Lisp, Python or Ruby) use it as a common coding style. Do you think that has more to do with the fact that those languages are interpreted rather than compiled? I personally would think that with an interpreted language it would be easier to achieve that than with a compiled language.
  15. Quote:Original post by Forestknight25 So please tell me C++ is a good language, the highly versatile general-purpose language I first thought it was before that guy emailed me! To make a long story short: It is.