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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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  1. Quote:Original post by rossmills If the worst happens and I am not credited for a role, am I able to put that I did work on it on a resume or CV? If I do, might bad things happen, or should I just be prepared to answer questions such as "Why do we not see you in the credits?" Yes, you should still put it on your CV. There is a 99.99% chance they will not look up the credits. They will just ask you what you worked on for that project just like any other exp you put on your resume. And if for some reason they did look it up then just say that the company did not list any contracted work in their credits.
  2. LOL! like in the movies? I hope this is for some game AI... Odds are they would send someone to patrol that area and monitor which doors are opened for a while.
  3. Quote:Original post by MaulingMonkey Quote:Original post by Menace2Society Sams Teach Yourself C++ in 21 Days. SAMS produces nothing but crap. I hope you kept your receipt and can return the book, if not... well, winter is coming, I guess you could always use it in your fireplace? Here is a list of books with some reviews so that you wont make the same mistake again :) http://www.gamedev.net/columns/books/books.asp?CategoryID=21
  4. you want use "this->size = size;"
  5. the AP was me but i forgot to log in. here is that link
  6. PS. "const char* var;" means that you promise not to change the values that the char* points to.
  7. c_str() returns a " const char* " const char* tempname; will fix it.
  8. If a video game tax did occure then it would just result in a HUGE increase of people downloading pirated games and cripple the industry.
  9. Hmmm interesting changes. Right now I hate it but that might just be me resisting change. Although, these colours make me feel like im looking at someone's livejournal (which i dont think is not a good thing). I dont care for the drop down menus either, the old link system was just easier to use. The logout|control panel|bookmarks|etc bar in the forums feels out of place. The pictures in the Latest Articles really needs to be on the right hand side so the text lines up. I'm going to give this version a few days to settle in but just in case, how long is the www2 site going to be up for?
  10. Well I think the first step is get a lawyer to tell them to stop selling the product in issue.
  11. Quote:Original post by Anonymous Poster source control try SOURCESAFE which according to contacts of me is very amazing good :) I've used Sorce Safe and I would not suggest using it. Its Microsoft's program and they dont even use it... Perforce is pretty good. If they have a free trial that you can use for as long as you want but it only supports 2 users. If you want something totaly free there is CVS. Its really basic but it gets the job done. If your programmers are on widnows then the client you'd probably want to use is called WinCVS. There are other clients out there so check them out too.
  12. UO Privateer Magic Carpet 2 Half-Life The Elder Scrolls series Total Anihilation
  13. there are 7 overloads for pow(a, b) float pow( float, float ); int pow( int, int ); double pow( double, double ); ... well (1 - getFloat()) is returning a float value but i strongly suggest 1.0f so if the compiler doesnt optimize it for you then there is no casting. pow(2, getFloat()) 2 is an int, getFloat() is a float doesnt know which to use. pow(2.0, getFloat()) 2.0 is a double, getFloat() is a float doesnt know which to use but i would have figured that it would cast the float into a double, guess not. pow(2.0f, getFloat()) both are float. all good. you should always do 1.0f for your floats, for making a game doubles are rarely required. GetFloat() * 2.0 or 2.0 * GetFloat() may return a double, with 2.0f it will be a float. Does that help?
  14. Try 2.0f and (1.0f - getColor(cdf->values[index]))
  15. You shouldn't need to restrick people's framerates. What is the problem? It sounds like the palyer's character and NPCs movement are based off of the fps. If so then you should make it so that the distance they move is based off of the time between frames instead of a fixed distance. Hope that helps