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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 Bbalstrzmj90

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  1. Im a high school student and I'm taking an engineering course and right now we're starting a 3-person C++ project. So far we've covered the basics, functions, and arrays. We also did a little work with ascii graphics which isn't much really. I've studied C++ before and am more advanced than the rest of my class but since its a group project, im not sure what we can do. So far for ideas: Tic-Tac-Toe Game RSA encrypter/decrypter Maze Game Connect-Four Game Tetris Game if anyone has any ideas or comments, theyd be greatly appreciated. And thank you in advance
  2. UML

    I was wondering if anyone knew any good tutorials or free books on UML. I was thinking that it could help me plan out my games in an easy to see manner. Any help would be appreciated. Thanks.
  3. Quote:Lamothe is a good guy for sure and I own alot of his books. However, lately I've come to believe he isn't as great as alot of people think (myself included, once upon a time.) After all, if he were such a great programmer he'd probably be programming new and exciting things rather than re-hashing the same old books over and over. I have to disagree with you there. I'm sure people give Lamothe more credit than necessary but he's still a helpful person, and a lot of his books are helpful especially to beginners. I do disagree with his use of straight C though. Alpha_ProgDes if you feel you've organized your code efficiently, and haven't done a lot of advanced OOP features to waste, then that's good for you. Lamothe may code in straight C, but it's pretty easy to convert the concepts he gives you and how to implement them, so you can use them in your own C++ code. Quote:Anyhow, I don't think his oppinion deserves as much wieght as people want to give it sometimes. OOP has its place, it sounds as though you're using it right to me. There is such a thing as "class crazy" though, where everything and every variation becomes its own class, thats what you want to avoid. Another thing you have to take into consideration Alpha_ProgDes. A lot of things out there don't need to be classes or use all the versatility that C++ offers. Certain thigns can be static arrays, or plain old structures. Keep that in mind, develop your own style that works for you and is cool and you'll be all good.
  4. Thanks for the replies guys. I think I'll make my RPG game and then start working on different 2D/3D games. I'll probably work on some apps to so I have an idea of creating differnt things and what methods to use for the project. And I'll look into those software engineering books hellz. Thanks.
  5. I currently finishing up reading Object-Oriented Programming in C++ by Robert Lafore. It's a good book, and I learned a lot from it and I guess you can say I'm like an intermediate C++ programmer. I'm going to make a text-based RPG with what I know. My question is though, after I finish my text-based RPG, should I buy another C++ book for advanced C++, make a more advanced text-game and then move on to graphics programming and stuff or should I just move on after I finish my text-based RPG. If I should move on to advanced C++, what book should I get. I've been reading and it seems to good choices are: The C++ Programming Language Special by Bjarne Stroustrup & C++: The Complete Reference, Fourth Edition by Herbert Schildt I'm up for any recommendations. Thanks P.S. I plan on getting into the industry (not particularly the game industry). Maybe something with software development. So if you want to base your reply on that bit of info, it's there.
  6. Ya it definitely does look better. I noticed the same bug as grekster though. When the computer wins, it posts player wins at the bottom. The computer AI is pretty good though, hard to beat. Did you use a tracking algorithm that sets it so that wherever the ball is the comp. moves to it, cuz thats what is seems like. Good job though.
  7. Ok. I'll look into hungarian notation and start using that to. Thanks for the help.
  8. Hungarian notation is pretty much for windows right?
  9. thanks guys. I think I'll develop my own style as long as theres nothing wrong with it. And for now I'll still "use" using namespace std. And I'll also start working on the way to declare classes.
  10. Ya. Sorry i forgot to mention that its all in milliseconds and 33 milliseconds is about 30fps.
  11. I think you could do something like: do{ //some code here start_time=GetTickCount(); //some extra code here while((GetTickCount() - start_time) < 33); I think you do someting similar to that. Or so I read. I can look it up and correct myself unless someone here will do that for me.
  12. I've been going through the forums and I've noticed a lot of htings related to specific coding styles in the industry. I am planning on getting into the industry (not specifically game programming) and I did not want to develop any bad styles that might stop me from getting far. (I use C++). I've been reading things like you shouldn't be doing using namespace std; I can change that style of mine, but I don't want to be writing std::cout << "hi" << std::endl; std::cin >> i; . I don't want to be writing that out constantly. Is there anyway to get around all that and still keep good coding style. Also I read that when declaring classes that most of the industry does: class CSomething. Where you put a capital C infront of the class name and capitalize the first letter in the name. Is this a good habit to develop? Any other coding styles/habits you guys think I should use would be appreciated. Thanks. -MJ
  13. That's a useful list of free stuff there hellz. Thanks. And I'm positive theres a lot of other people here who can benefit from that list to.
  14. I'm working on a small text-based RPG. Something I can complete in about a week or two. I'm using it to learn all the things I know in C++ and the game helps me out in learning a lot about data structures and how to implement them. After this I'm planning on moving into windows and DirectX and I'm going to make my own pong clone. I pretty much have everything planned out for that to. I just need to know how to draw everything LOL.
  15. I think thats pretty good for a first game. I'm still working on my first game, but good job. I'm just wondering what API did you use? And maybe you could polish up the game, so you can add a title screen and things like that. Maybe even add one player or two player so you can either play againt the computer or your friend. But still good job.