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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 zarthrag

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  1. It's been a long time since I've posted here! I recently started up an experiment to get from data from a flightsim out into the "real world" to place on a device. It's a MFD that renders video onto a panel in-game, presumably using RTT operations. I want to write a plugin/dll that runs alongside and calls getrendertargetdata() on the texture to pull it back into system memory, and then I can export the data to where I want it to go. My question is, is there a way to do this from another process? I'm not familiar enough with the rules to know if this is a dead end. I'd have to find the device pointer (Can I use my own?), and then locate the surface/texture somehow. Is this even possible?
  2. I'm completing an engine that's designed for win32/linux/OSX and I'm wondering if anyone knows if raknet works/compiles on mac os?
  3. I'm looking to add an LGPL audio library to my engine, does anyone know if Audiere works on mac OS X? I've looked at the site, and really can't tell. I see that it used OSS on linux, maybe it can?? Although audiere isn't 3d (nor is sdl) what are my options other than maybe raw OpenAL?
  4. Is it possible to distribute a flash application as the "launcher" for a c++ application? The reason I ask this is because then I could create a single (nice) app for autoplay and other things.
  5. Meh.... Being called a name other than what *I* named my character detracts from my suspension of disbelief. However, when I was in the 5th grade with my gameboy, games such as metroid II on gameboy had my heart RACING when I was down to 30 health, no extra energy tanks, no missles, and newly hatched gamma about to kick my arse for falling (like an idiot) into his den. Super metroid had the same ties. But the new ones lost it do to the extreme amounts of story being thrown around. My point is, the more you have to tell the player about his character - the more the player isn't going to *feel* like the character. It's always more fun to have survived those experiences yourself, and be quite "upto date" on the details.
  6. Unity

    Isn't longhorn supposed to shove all of that new-fangled DRM crap nobody wants down our throats?
  7. Quote:I think I'm going to use OGRE. But one last question - I'm making a rail-based shooter (think Panzer Dragoon Orta on the Xbox), does OGRE support that kind of scripted Camera movement, or does it only work for standard 3rd/1st person perspectives? There is a camera demo included that demonstrates just that! I've just finished building my own engine based on OGRE - as opposed to using torque/CS. Just remember that it's a graphics *renderer* and not a game engine. For a game, you'll need to implement your own sound, input and such (However, OGRE does depend on SDL for it's internal input options). But it does what it does very well. And never feel afraid to ask anything on the forums, they're very responsive and helpful - IMO one of the best communities out there.
  8. I'm an oddball then. I wrote a C++ wrapper class for sqlite (www.sqlite.org) and enjoy the power of a sql database as my filesystem. The best part is that it's quite portable. Additionally, it simplifies/eliminates the need to develop/use a bunch of file-formats. So far, it's fast. Especially for large volumes of data - as it isn't digging around in an archive and decompressing things. More importantly - it's dead simple to use. It also makes tool creation and asset management a BREEZE. My last use was a database to hold force-feedback effects in the game. Using a network fileshare - I can edit force effects and inject them into the database *while* it's being played. (To download the effects, I just added a hook to the engine that reloads sets of resources.) Later on, when we publish expansions/updates/blah - just UPDATE some table rows. :-)
  9. My group is putting together a game *inspired by* a title put out in the late 80s/early 90s on the Amiga/Amstrad (Terrorpods). The copyright is not registered and the company that put it out has long-since been defunct. Our game is simply a reinterpretation of the original title - a complete story in the manner of "The War of The Worlds." The only thing they really have in common is the title "Terrorpods", everything else is our very own. Is this ok? Or should we be seeking a new name for the game (a difficult task). I'm not entirely sure if it's 'legal' to release something under a title that has been used before or what liabilities it would open up.
  10. Didn't diablo have a button that you could hold that could "lock" your character in place? I believe it was mostly to solve problems with the archer/rogue-type who was entirely ranged and did LOTs of clicking.
  11. _Most Wanted_ comes to mind, namely the part where Wayans is recognized by a passer-by and is then running down the street with (quite literally) the *entire* city chasing him on foot.
  12. Assuming that you named the file "AddA.lua", add the line: require "AddA" to the top of your calling code. Additionally, code in placed in the *global* space will be run when the require statement executed, So 'a' will equal 10. You should then be able to call AddA() worry-free.
  13. All games are, as dictated by the public - that's why there aren't many titles of "overwhelming evil" where you can walk into schools and slaughter children. Our society seems to be keen to holding game developers to a moral standard when it comes to the wanton use of sex/guns/drugs/rock'n'roll.
  14. I'm heading a team that's progressing towards the completion of a commerical quality that we have funded ourselves. At worst, we're sure we can get on at GarageGames.com without breaking a sweat. But we wanna quit our (crappy) day jobs and hop into the next project. We're a pretty good team. So the box channel is looking kinda nice. We're new, so advances/funding will probably be out - we're self funded for now anyway. However, I've discovered all of 3 publishers by just digging around a little here and there. Is there a list of publishers - preferrably with descriptions of their past dealings (We aren't looking to get screwed.) If not, maybe we should compile a list and stick it here?
  15. I hated it. It took hundreds, maybe thousands of lines of code to properly do all of the enumeration/config settings. All that for a blank window. 2D support is spotty at best,and frankly, I think there is next to no reason to prefer Direct3D over opengl now. It's just easier to learn/use. MUCH easier.