• Announcements

    • khawk

      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.

Robomaniac

Members
  • Content count

    59
  • Joined

  • Last visited

Community Reputation

218 Neutral

About Robomaniac

  • Rank
    Member
  1. OMG KOL IS TEH AWESOME! I'm playing it right now, on a Teetotaler Turtle Tamer Hardcore ascension and an oxycore sauceror Msg me if you wish Robo9981 Arbitrary Alliteration (my multi)
  2. Cthulu
  3. Sorry to hear you and EDI parted ways in terms of projects, its unfortunate, Malathedra looks really cool.
  4. OMG KOL FTW
  5. Looks really good for three weeks. What middleware (if any) are you using?
  6. I got a 4 on the AB... lots of questions about data structures (great since my teacher didn't actually teach them...)
  7. Count me in, Euro Golf Tour coming soon
  8. w00t gamedev.net!
  9. I am having some trouble seeing some connections between my game logic system and the graphics system. I can see how basic things are done (setting animations, models, etc). More complex things I can't find a way that fits well in any system. 1) Player->Weapon connections. Ex. when the player picks up a rifle, he puts one hand on the grip and another on the forestock. How is this represented in games? One thought I had was putting a bone/joint in each location where a hand would go and then connecting the bones together. Is this the way it's normally done? 2) First Person View I want to have a setup similar to F.E.A.R or Halo2, where you can see your body in the first perosn (look down, you see feet, etc). Would I just make a model for example the bottom half of a player and then put it slightly behind the camera so when you look down, you can't see through it? Thanks for the help, Robo
  10. eeew choclatey keys :(
  11. For all of you who play Kingdom of Loathing and are not lucky enough to be in a clan, I have started one. Name: gdnet KoL Clan Mantra: A Coder is ME!! Join, and have fun, we have a full gym ;) If you don't play Kingdom of Loathing, you should check it out, its tons of fun :) Kingdom of Loathing [Edited by - Robomaniac on August 26, 2005 5:13:53 PM]
  12. *tear* Such a happy story :)
  13. <tacky> </tacky> awesome poem! :D Can't wait for the final part
  14. Here are my votes. Burn it with Fire -> 7.5 - Good gameplay, lacking a bit in graphics, and a bit too tough/fast for me to get anywhere fun :P Endurion -> 6.0 - Intersting, but had lots of bugs with running into invisible fires and not rescuing people. Fire -> 0.0 - Could not get to run on my computer, it loaded the eSDL frame and frowze my computer (took 10 minutes to get it to exit) Fire Wire -> 6.8 - Fun, interesting, I found it impossible though, if the bar reset after you stopped, it'd be a lot more fun. Stro -> 9.3 - Tons of Fun, and very intersting idea (*thinks of office space*), i wish there were more levels though Jump or Burn -> 6.5 - Had bugs with invisible people Pirate Burninator -> 9.0 - Very fun, but teh pirates were too fast to burninate most the time Forest Fire Fighter -> 7.3 I couldn't et past the first level, the fires spread too fast and my copter flew too slowly Those are my reviews, all entries were entertaining and well done for 3 hours :)