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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 snak_attack

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  1. I believe ultima online allows player-built houses. I had heard years ago it causes problems because basically there are no zoning laws. So you have a bunch of identical houses crammed together, or placed in what is supposed to be a inaccessible wilderness, tending to kill other players' sense of immersion.
  2. Anything impacting movement should be on the server. But for wave dynamics - I'd imagine this is better handled on the client. The only reason I can see not to delegate to the client is if the position of the waves influences the game. For example, if the boat is pitching and rolling, the waves can affect aiming (causing you to shoot higher/farther). But then again, that level of twitchyness is generally not a part of MMO gameplay.
  3. For future reference (and more complex formats), use the DecimalFormat class
  4. I suspect you are drawing all the guys at the exact same spot. Try changing this line: enemies[i].position = new Vector3(2.0f, 0.0f, 0.0f); to this: enemies[i].position = new Vector3(2.0f, i, 0.0f); (or replace i with i*5 to spread them out further)
  5. If you are willing to pay a little money, you can use a service called mechanical turk (run by amazon). Roughly speaking, you'd upload a series of images, and ask people to write a list of details about the image. You could either give them a large checklist to pick from or have them enter the data free-form. You'd pay each person something like 10 cents per picture. I haven't used the service, but it seems like a perfect match for what you are looking for, assuming you are willing to spend some time figuring it out and a couple of bucks (literally) for someone to do the dirty work for you.
  6. You've definitely hit on a theme that is almost completely unexplored in gaming. All the games featuring Africa I've seen are from the perspective of Europeans exploring or conquering the place. What do you think about an AI controlled faction of raiders/traders that come from the sea, have superior technology but less numbers, and in some cases require the players to collaborate against?
  7. What about Google's app engine? Would this work? I don't actually know about their free/paid quotas - but it might be a good place to start. http://code.google.com/appengine/ It is python/java, which might be a problem. Here's someone who's written a testbed on the platform... http://popcnt.org/2008/05/google-app-engine-ytalk-like-multiuser.html
  8. Perhaps a mod to an existing game would be best. I'm not sure what genre you are interested in, but there is a game called Battle for Wesnoth that is as far as I know very open for modification (http://www.wesnoth.org/). It's not exactly squad-based, but it does support story elements. It's also 2d pixel graphics, which sounds like it may be outside your interest. That's the only game I'm aware of - but I'm sure there are a couple more that are open for mods. You wouldn't be able to sell the mod, but then it's slightly unrealistic to expect your first game ever would be worth real $$$. good luck!
  9. Uh ... space invaders?
  10. I'll say it sounds like a reasonable sized project. You're looking to do this turn-based, right? That makes a lot of the networking code simpler. The game sounds reasonably tight in scope and limited in content (I assume a handful only of maps and little text/conversation). I'm also assuming that this is a hobby project, not a commercial one, so the level of polish and whiz-bang features expected is dramatically lower. I say go for it
  11. Regarding your 'will-players-reload' question - I think back to the game mount&blade, which was at one level an RPG. The game had a setting that prevented re-loading saved games (it auto-saved every time an event occurred). It also had moderately-soft knockouts in that if you were defeated in battle, you could usually run away with at least part of your army intact. If you lost really bad, your army would desert, but you'd still have your main character (stats, skills, and cash) and could rebuild. Personally, I thought this was a great system - it introduced the right amount of tension and risk-management, and it eliminated the hard boundaries of a traditional RPG (you must complete quest XYZ to unlock zone ABC)
  12. If you were willing to pay to host a server, you could have both players send their AI's to a central server which would resolve the action fairly with no disclosure.
  13. How often are you sending packets? I'd think a simple collision check should suffice unless you let it go too long.
  14. The original issue as you explained it was that in some games, some classes are not considered valuable by people forming groups - right? If your advancement structure allows specialization, then you potentially end up right back in the same boat, although players may have more wiggle room to identify their speciality. If players can't specialize (everyone can be good at everything), then you end up with players on this informal linear scale from best to worst. Maybe that's good, maybe not.
  15. The Halo designers mentioned in a presentation that subtelty in AI goes unnoticed. So you may have reached the point of diminishing returns, especially focusing on behavior that executes when the player isn't present. The presentation talked about how they built in exaggerated animations and lots of vocal clues to help the player understand what was going on in the characters' heads