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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.

smr

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  1. Also VB.NET, although I think at this point it's evolved into essentially C# with different keywords.
  2. This may not be the advice you want to hear: Maybe you're not all that into game development right now? For me the interest waxes and wanes to be substituted for any number of other hobbies or endeavors. Even though I hardly ever finish any game project, it's still a gratifying activity as I do learn as much or more from my time playing at game development as I do in my day job writing apps that people actually use. 
  3. Visual Studio code.
  4. There is a lot of good information here. Maybe if someone knowledgeable on the subject could assist the author in clarifying some of the grammar it would be a nice addition to the articles section.
  5. Instead of doing logic in your mouse event handlers, or having your mouse event handlers know where to send the events, simply set the values of the mouse click in some variable(s). During your update method, anyone who is interested in mouse data can inspect it and act accordingly: var frameMouseStatus = { x: 0, y: 0, buttons: 0, flag = false }; canvas.onmousemove = function (event) { frameMouseStatus.x = event.x; frameMouseStatus.y = event.y; frameMouseStatus.flag = true; } canvas.onmousedown = function (event) { frameMouseStatus.buttons = event.buttons; frameMouseStatus.flag = true; } canvas.onmousedown = function (event) { } function onFrame() { logic(); render(); // Clear the flag so that we don't reprocess it next frame if nothing happened frameMouseStatus.flag = false; canvas.requestanimationframe = onFrame; }
  6. I think it will be around for as long as CPUs are still some combination of an ALU, control unit, and MMU.
  7.   You told everyone they are wrong, then went on to give some very unhelpful information "genre X is just going to be more popular than genre Y." How does that help? Can you dig a little deeper? There is a reason why MOBAs are popular: They are simple to learn, but difficult to master (as someone astutely already pointed out). Also you continued to reiterate the same "incorrect" points that others had already made as correct when coming from you. Not to mention, the typical MOBA/MMO player would be considered more hard core than someone in the "general audience," which is what the OP is asking about in this post.   An awesome read on this topic is the Mid-Core Success Series by Michail Katkoff, the guy who made Clash of Clans. I also recommend subscribing to the http://www.appmasters.co/  podcast. Steve P. Young is primarily a PR/marketing guy, but he interviews all the most successful mobile game developers from some of the most successful games (Crossy Road, Angry Birds, Color Switch, etc.). His podcast is extremely informative and motivating.   I also recommend the Game Designer's Round Table podcast. Just like Steve P. Young these guys interview a lot of the top game designers, both in the digital and tabletop spaces. The discussions on tabletop games do correlate well with digital games and might get you to think about them from a different perspective than if you just think about the AAA games from big studios like Bethesda, Blizzard, etc.
  8.     I find that most people -- myself included -- think just about any code written by someone else is shit. It's just a lot easier to write code than to read it.   As far as employers are concerned, they don't care about your code unless it's not working, or costing them money.
  9. A good start. I think the critical importance of the soft launch, in addition to the value of app store keyword optimization deserve a treatment in any list of basic marketing strategies. The soft launch isn't directly a marketing strategy, but it's critical to do well in advance of any PR campaign.
  10. Yeah, I'd see it as pandering and probably like you less. Just dress professionally and if you get the gig, then dress according to the dress code and your style.
  11. I used to recommend Python because: * Low barrier to entry To begin writing Python all you need is the runtime and the included IDLE or notepad. Also Python doesn't require you to learn any higher-level concepts to get started. You create your text file, enter a line of code and it can be run. You don't have to know or be distracted by things like namespaces, classes, imports/includes, entry points, etc. * Batteries included A library for just about everything you will ever need to do is included. For the things that are not, it's easy to find and install a package into your environment. However... These days I recommend JavaScript in the browser. The syntax is a little more obscure being c-like, but there is no shortage of simple game engines out there for HTML5 browsers. And all you need to get started is a web browser and text editor. And, like Python, you do not need to learn higher level concepts to begin following a tutorial on phaser.js.
  12. Can you sorta talk about how this is more advantageous to hosting a database locally for prototyping, or hosting the database along with the application on the same network or server? 
  13. I have to agree that a KISS strategy is best. A well-organized suit of serialization methods reads nearly as cleanly as any of the declarative frameworks like Protocol Buffers, reduces dependencies, simplifies the build process (again, protocol buffers), and is far simpler to debug. Serialization isn't rocket science, no reason to make it that way with some opaque abstraction.
  14. I did a little toy project a while back that mimicked the aesthetics of these classic pseudo 3D FPS RPGs. The originals had created static images for all of the walls and doors at their various positions. I used OpenGL and rendered things as you'd expect with the API using 3D. The difficulty in recreating the experience of these old games is that, as they were only pseudo 3D, the perspective and FOVs don't exactly conform to the physical reality that our 3D hardware was designed to model. For example, one challenge I had was the fact that the camera position needs to actually be some distance behind the point where your character is standing, otherwise your field of view will not actually intersect with anything in that room besides the back wall (it's too close). You'll actually be viewing the next room. Adjusting the FOV to be much wider and placing the camera on the wall behind where the character was to be standing helped, but this made rotation a little wonky. Rotating the player didn't actually just reorient him. I had to both reorient and move the camera to the other wall. So, if you could imagine a circle that enclosed each room, the camera is always on the perimeter of the circle pointing in at the center. Rotating the camera actually moved it along the perimeter into one of the four cardinal directions pointing inwards. It wasn't perfect but it looked OK.
  15. I always prefix my classes with "C" and suffix them with either "Manager" "Helper" "Utility" or some other meaningless word just because.