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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.

DEbig3

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  1. As opposed to a user not logging in for a week, and then having to calculate 10k updates? And that's not even taking into account any actions that impact other players.. Basically, calculating past steps on demand only becomes somewhat viable when players cant interact with each other at all. Once they can, you basically need to save the state of the game for all players at all steps in order to make sure interactions occur with the right data for each player. Also, if you want to be able to notify users of things by email when they happen.. it's not terribly helpful to be emailed about your pet starving and dying only when you get around to logging in a couple days later.
  2. I use Trac for work, and RedMine for personal projects. From that experience, I'd say RedMine is the better of the two. It takes several plugins to get Trac up to the level of functionality that RedMine offers out of the box. My only issue with it is that it's a Ruby on Rails app - I don't care for the server setup involved.
  3. As the person behind the Wowhead model viewer.. The only models that are added onto a character are the shoulders, helm, and any weapons/shields. The cloak, gloves, and boots are all a part of the actual character model, and are just hidden/shown as needed. Hair styles work the same way. For shoulders, there's a separate model for the left and right shoulders. For helms, theres a different model for each race/gender combination. Weapons/shields all use a single model for all characters. Most armor slots are simply textures, as are the faces, skin tones, etc. This is mostly what Brother Bob said, just a bit more detail and minor corrections.
  4. Java works, as does Papervision - I've used both on wowhead.com for rendering game models in the browser. Depending on how tricky you want to be, both can be tremendously painful. For example, if you want to use the alpha channel from a texture yourself, without it being premultiplied, you're in for a lot of "fun". A third approach I've just been starting to look at is an actual browser plugin. Once you've figured out how the plugin API (https://developer.mozilla.org/en/Gecko_Plugin_API_Reference) works, it's rather straightforward to create an OpenGL context to work with. You should be able to layout your code in such a way that the platform specific bits are segmented from the rest, and are relatively simple to port. Ideally, you'd only need to write a fraction of your code three times, and the rest should work untouched. The Gecko API (NP API) is supposed to work across multiple browsers (Firefox, Opera, Chrome, Safari), and there's mention of an ActiveX shim (https://developer.mozilla.org/en/ActiveX_Control_for_Hosting_Netscape_Plug-ins_in_IE) for use in IE as well, though I wonder how well it really works.
  5. For the time issue, if you have a 24 hour game, I would suggest a variable time scale. As a (very basic) example, the first 8 hours would take 15 minutes, next 8 hours 45 minutes, and the last 8 hours take 2 hours. Of course, it'd be better to have the time scale change more smoothly than just a sudden change every 8 hours, but like I said, just a very basic example. You could also allow for different game lengths, so if someone only has an hour or two to play, the game would adjust the time scaling to allow for this. The main point, though, is that the last third of the game take up, let's say, 2/3rds of the time spent playing.
  6. Quote:Original post by Spoonbender Google for "dreamhost sucks" first. :) I considered switching to them, but I've more or less changed my mind. They don't seem all that professional, and they restrict the amount of cpu time your site can use, without letting you know. actually, they arent restricting cpu time anymore, as announced in a newsletter sent out yesterday. that being said.. i switched to dreamhost a few weeks ago and have no complaints, plus they have a better control panel than my last host.
  7. tribes 1 and 2 both used a single repeating tile. t1 used (i think) a 128x128 heightmap tiled a finite (5?) number of times in all directions. t2 used a 256x256 heightmap tiled infinitely. as for the holes in the terrain, this was in both t1 and t2, and was accomplished by simply removing the polys in that part of the grid. the holes were in the tiled terrain in t1, but not in t2. all part of the terrain file format used..
  8. considering i can clearly see into your bathroom, yes.
  9. you got it right initially. just reset to center and use deltas.
  10. Quote:Original post by Anonymous Poster OpenGL isn't dead at all. Not a lot of companies aren't using openGL YET because there aren't that many people with experience with openGL in the game industry. Because there aren't that many books on openGL and some of those books are unsefficient. also, openGL is still a bit new and the companies havent accepted it yet even though it is pretty much just as good as directX you do realize opengl is older than directx, right?
  11. have you considered simply resetting their player? including any stuff theyve bought, etc.. adding a counter in a player profile screen or something that shows how many times theyve lost it all could be incentive enough to not suck.. i suppose how well this would work would depend largely on how much you give players to start.. if its too much, they have little reason to play carefully, if its too little, they cant do a whole lot.. also, if you insist on having a story based reason, they left and came back a month later ;p
  12. torque has a quite nice ingame editor. however, you cant create new objects with it - you have to do that in hammer or some comparable editor (for base objects), or 3dsmax or a comparable modeler (for non-structural stuff such as trees, rocks, etc). what it does do, though, is modify the terrain (both geometry and textures), place water, interiors, detail objects.. pretty much anything but modeling type stuff.