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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 drowner

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  1. Quote:Original post by CipherCraft Try this spell name generator. [wink] hth, CipherCraft hehe, that's neat. I wonder what: Goblet of Doomed Doom does... ;)
  2. libcurl Quote: libcurl is a free and easy-to-use client-side URL transfer library, supporting FTP, FTPS, HTTP, HTTPS, SCP, SFTP, TFTP, TELNET, DICT, FILE and LDAP. libcurl supports SSL certificates, HTTP POST, HTTP PUT, FTP uploading, HTTP form based upload, proxies, cookies, user+password authentication (Basic, Digest, NTLM, Negotiate, Kerberos4), file transfer resume, http proxy tunneling and more! libcurl is highly portable, it builds and works identically on numerous platforms, including Solaris, NetBSD, FreeBSD, OpenBSD, Darwin, HPUX, IRIX, AIX, Tru64, Linux, UnixWare, HURD, Windows, Amiga, OS/2, BeOs, Mac OS X, Ultrix, QNX, OpenVMS, RISC OS, Novell NetWare, DOS and more... libcurl is free, thread-safe, IPv6 compatible, feature rich, well supported, fast, thoroughly documented and is already used by many known, big and successful companies and numerous applications. and I suppose a sample couldn't hurt... #include <stdio.h> #include <curl/curl.h> int main(void) { CURL *curl; CURLcode res; curl = curl_easy_init(); if(curl) { curl_easy_setopt(curl, CURLOPT_URL, "curl.haxx.se"); res = curl_easy_perform(curl); /* always cleanup */ curl_easy_cleanup(curl); } return 0; }
  3. EDIT: Checking your link, you have it linked to the 1st edition. There is a (much improved) 2nd edition, I'd recommend getting that one. Greetings, I can't say much about all the books, but I can say that Game Coding Complete is an amazing book. It covers most of the stuff you'd like and in fairly good detail. He does use directx with his sample framework, but you can work with ogl without too much trouble. The author does a good job of breaking down a framework into explainable parts. By no means is his solution the best, but as a beginner programmer, it has given me some insight into various parts of an engine that before I just had no clue. I would highly recommend this book.
  4. libcurl?
  5. Quote:Original post by Soldarith The thought of having a persistent goal solely by way of PVP strikes me as a semi-persistent goal and not truly persistent - If players can choose to not participate in the goal then I do not believe it is truly persistent. ... The goal of balance is never "winnable" by either side. If each side does nothing, the balance stays neutral and neither side benefits (and the side effects of this carry on into the game's world in ways like how the NPCs regard both sides). But in this case, is it truly possible for a side to "do nothing"? Quote: The battle for balance is lost and gained through each and every player’s actions: conducting quests for your faction, defeating opposing faction players, influencing earth’s inhabitants, So, if a player chooses to not do quests or kill opposing faction members. Is this also like not pvping? What if, as a player, I wish to craft all day... sit in town and sell/resell items.. walk around the world to look at stuff. Purposely avoiding the same boring old prototypical mmo quests? Does the 'persistant' all encompassing goal change with my play style? Or, what if I log on to chat with people all day? I just don't see much of a difference between not pvping and not playing other elements which effect the 'goal'.
  6. I like your third option best... Make sure the nation can only trade money/materials it has produced. Make the player invest any starting funds into themselves. This way, if a player wants to get anything out of another nation, they need to put work into it first. Just make sure as a starting player you never have to rely on a trade to begin some sort of production.
  7. I'm more interested to see how much gameplay time you get for about 40% the cost of a normal game... and how often the new episodes come out. I burn through single player games in about 2-3 days. Will I still give a crap about the story in 2.. 6... 12 months later when the next episode finally comes out?
  8. An option I didn't see listed is what WoW does... first person to hit the monster "tags" it, so if you engage a mob first, you will get the loot. (This is slightly simplified in the sense that loot rules/splits are different in groups... but still, the group who tags a mob first will own the loot from it)
  9. You could always check them out using the Wayback Machine. The last archive I see with the old free download format is Here
  10. I understand having world changing quests to make players feel like they mean something. But with the amount of content required for these types of games already, how can you justify making twice what you'd need to start? Having a 'lost world' locked away is such a huge amount of content to not use. And then, if you just rehash all the same models with different colors, that's not much fun either. The expansion approach has been used ... They just don't make it require the players to complete quests first to 'unlock' it.. you just have to open your wallet. :D I just think it'd take waaay too much work for the content part of it
  11. Well, here is an example of a temp value, and where you can't modify it... #include<iostream> void f(char *s) { s[1] = 'X'; // <--- WATCH THIS... } int main() { char buf[5] = "test"; f(buf); // THIS IS LEGAL (passing in address to a 'real' object) f("test"); // THIS IS NOT ... test becomes a temp var, and changing it will // crash the app return 0; }
  12. perhaps they're trying to be cute, and meant mankala?
  13. Godly plate of the whale iirc
  14. When I VNC into my box I use xfce 4. When I log in and run x at the actual machine, I run KDE.
  15. Well, since you need more space for apps you install.. I assume you are installing them to /opt or /usr/local? (I am no linux expert) Anyways, you could just link that dir to a dir stored on the generic partition, cause anything installed to those dirs shouldn't be needed for boot or anything. You'd have to move the other previously installed apps, but I don't think that should be too much trouble.