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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 demonkoryu

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  1. Indexes, indices, who cares? Both plural forms are valid.
  2. It is UCS-2, not USC-2.
  3.   I'm trying to understand why you're so upset here. First, as an immigrant to a state you are bound to that state laws, if you don't agree with these laws, then why did you move there in the first place? Second, as people have explained several times, this regulation that offends you so much is primarily aimed at socially endangered immigrants, i.e. those that immigrate purely for welfare with no intention of integration or becoming part of the workforce whatsoever. Getting the children of those people into kindergarten is an essential method of saving their future. I won't go into detail on that, as you're clearly not involved apart from that formality.   This is a dilemma that had to be solved by the state authorities which they have handled with politeness and sensibility. Please don't be offended needlessly.
  4. The question is, when does a game stop being enjoyable to the typical player? When it is too hard, or the flow gets lost.   For example. journals, or highlighting of items. It is almost necessary because games tend to be built from repeating elements ("prefabs"), which are arranged in certain different ways. This allows memorizing map layouts and stuff up to a certain point; after which the gamer gets lost and has to consult help or search everything over again. Contrast this with the Real WorldTM, which has only unique items and locations that give many clues to the brain that helps to distinguish and remember stuff: Here a distinct dent in that box, here a scratch, this box is a little yellow at the bottom from the carrot juice, and so on.   What I want to say is, games rely mostly on location memory; whereas our real world gives much more clues and context; making mental clutches much less necessary. 
  5. Although the attached picture does probably not use more than 256 shades of red, so with a proper palette, it would be equal to the 24 bit image. ;)
  6. In 2006, Intel released the "Core" microarchitecture. For branding purposes, it was called "Core 2" (because everyone knows two is better than one).   That's not right. The The "Core Solo" and "Core Duo" followed the Pentium M and were succeeded by the "Core 2 Duo".
  7. UML is good as a visualization tool as long as you don't try to apply the full "Rational Unified Process" which basically involves drawing the entire project beforehand using fancy UML diagrams, and then, when coding, realizing that all the pretty pictures were just a castle in the sky.
  8. I wonder what the problem is? I for one like looking at (half)-naked women.
  9. The pedantic attitude taken with beginners mistakes here is actually a gift, a personal gift from the heart of the coder who criticizes. He wants the beginner to have his foundation right, so as to spare him suffering and misfortune later.   So, whenever you next see someone go "D*** noob, your f****** program only works because debug mode initializes your variables", just think this:
  10. I think games that don't have godmode readily available (i.e. require some kind of trainer or cheat code) are the best compromise for the largest part of the gaming population, fun-wise, because with god-mode available, there is no challenge. There's constantly a rational voice in your head that tells you to just skip that hard part of the game so you can get on, instantly eliminating sense of accomplishment and motivation if you decide to use it. It's just a distraction, really, not much better than a WIN button.   The people who want god-mode can find a cheat or trainer easily enough if they want. The rest of us probably doesn't even want to be aware of the possibility to chicken out so readily.
  11. You can embed a JRE in your program distribution, that way, end-users won't need to have Java installed.
  12. In my opinion, there's no clear-cut way to decide when one is qualified to write a tutorial, but. whoever does should be expert enough to know and tell about simplifying shortcuts like system("pause"). On the other side, it's sometimes pretty hard to write a concise tutorial for beginners without  using shortcuts, swamping the newbie with endless details about why not to use "using namespace std" and to use "std::cin.get()" instead of "system("pause")". The key here is to know what you're writing about, who you're talking to and to keep it to the point.
  13. Forget about your GPU(s). To restate what has been already said above, you need enough RAM and a fast hard disk (preferably SSD) so that you can compile/build and switch between IDE and game without having to wait for swap, and 4+ CPU cores to have your game, your IDE and your build tools smoothly running in parallel. For GPU, a mid-spec GPU is enough, since it already covers most high-end features (except that it is a little slower) and keeps you attentive to your target audience's hardware. If you're going to work on media such as 3D graphics, movies and so on, you'd profit from beefy GPU; although since you'll be programming, that's a moot point.
  14. Another option is the Drupal CMS. It's easy enough to get going quickly. It can also be expanded later into any imaginable type of website (not only blog/community style like Wordpress).
  15. Look into memory mapped files.