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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. I'd guess the general consensus is going to be that you are probably much better off optimizing something else where it is more likely to make a notable difference, but other than that I can't really think of anything.  :rolleyes:
  2. Silverfall? Never played it and doesn't fit the timeline perfectly, but the story (according to wikipedia) starts with some form of tutorial where some evil mage destroys a city, which results in some chaos and the early game may play out near a refuge camp. Do you remember if the camera rotated or if it was fixed, and if fixed, could it possibly be 2D or are you certain it's 3D?
  3. Neither Titan Quest or Dungeon Siege fit the description.   It depends a lot on how much you squint your eyes. Titan quest has lots of temples and villages at least, and is kindof about killing a god, at least with the expansion. Dungeon Siege had som custom maps and generally very varied terrain etc. Then again, apart from the fallen tree, you could almost squeeze Diablo in there somewhere.. Was it singleplayer? Did you control a single character or a party? What was combat like? Turnbased, semi-turnbased (like NWN) or "live"?
  4. If not Silver, could it be titan quest or dungeon siege? I also vaguely recall a game with ties to northern mythology that could possibly fit in.. If not Silver, could it be titan quest or dungeon siege? I also vaguely recall a game with ties to northern mythology that could possibly fit in, but I have no idea about the name.
  5. I want to experiment with different designs and get a feel for their characteristics, pros and cons etc. For example, it might be very easy to design a system that is "clean" and easy to extend etc, but that may be impractical for some algorithms or inefficient in some ways. For example, in my RTS with lots of units, I want to have a status effects system. It's very easy to create a list of BaseStatusEffect for each unit, and just call the Update() method for each effect for each unit each frame etc, but it's going to be inefficient and may have GC implications and what not. There are lots of solutions, but how do I list them, compare them and so on? I also have a scenario where I have a bit of a dependency hell, and I feel like I have very poor tools to experiment with it and get a feel for the impact of different solutions. I keep feeling that someone should have come up with a much better tool for things like this by now, but I've never found one.
  6. Hi, I was wondering what you guys are using to design your technical solutions. Code architecture etc if you will. Is it still UML or has someone come up with something better or at least different yet? If you are using a software tool, then which one? If not, do you have some other method, like writing a text-description, code skeletons, mindmaps on physical paper or what? I'm asking because I've never really liked UML but I've also never really found any sane alternatives..
  7.   Do not modify WinForms stuff from computers with different DPI scaling enabled! It completely fucks up if you do that. If it's an option for you, consider just disabling all DPI support and let Windows deal with it instead. If you do that, you can code as if DPI stuff doesn't exist and Windows will magically just scale up everything to match user settings.  <asmv3:application> <asmv3:windowsSettings xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings"> <dpiAware>false</dpiAware> </asmv3:windowsSettings> </asmv3:application>
  8.   It does, but the handling is pretty much awful. My best success with DPI on Winforms so far has been to explicitly disable it in the manifest, letting Windows scale up the application automatically. Results in some blur, but at least it's consistent. I don't remember exactly what was our primary issue, but I think it was related to custom drawing of controls. That part doesn't scale automatically or something while other things do.
  9.   A couple of years ago, maybe 2011-12, my college had a visit from the lead programmer (I think) of a large Swedish game developer, who worked on a fairly successful AAA title which was released on at least PS3 and PC. They had more or less banned large parts of C++, including things like templates since they increased code size and compilation times too much. Code size was a big thing for them due to the PS3's CELL architecture. They also said something along the lines of "Ignore those advices about trusting the compiler to generate fast/good code, that only works in trivial scenarios and unit tests, in the real world you'll need to drop down to assembly and optimize by hand to get good performance". He did repeatedly talk about how you should always profile and base your efforts on that though.
  10.   I don't really have a source except a seemingly clueless user. I do think he read something though. I don't think he made it all up, but rather misunderstood what the source actually said. According to him, the source says the GTX2080 will be a DX12 only card. It can't possibly mean the card won't run anything older than DX12, but it could mean that the card is only supported on DX12 compatible OSes (that is Windows 10+). It seems unlikely to me, but not impossible. I can imagine that it would be really tempting for NVidia etc to drop DX9 and older and rely on something similar to D3D11On12 though, especially if Microsoft is the one who maintains that layer. I haven't heard anything about it myself though, which is why I'm asking.     My interpretation/guess is that NVidia has made a statement, either as a press release or some form of magazine preview/teaser thing. My guess is that it was worded in such a way that some readers misunderstood the meaning. Kindof like the whole "no OpenGL on Vista" thing, where panic spread like wildfire because some reporter/blogger/whatever did not understand what Microsoft actually said in their statement.
  11. Hi everyone,   I recently saw a post on Reddit where a gamer said that NVidia will drop DX9 support with their next generation of cards and that the developers of <insert DX9 game here> would need to update to DX12 to function with the new cards. The same user also said that it's no big deal since DX9 is dead and that the devs would only need to flip a switch to use the DX12 libs instead of DX9, so he obviously doesn't fully understand what he's talking about. I asked for the source(s), where NVidia have "clearly stated" that DX9 will no longer function and that people who wanted to keep using DX9 would have to get another card, but I have not yet received any. I assume there's a misunderstanding and that what NVidia actually said is something along the lines of "Our DX9 support will be layered on top of DX12 from now on to simplify driver development" or similar, but I was wondering if anyone here could clarify what NVidia actually said etc..?   Will NVidia (and/or AMD) base their legacy DX support on top of DX12 from now on, and if so, will it affect gamers and developers? What about performance? Should Microsoft offer a legacy DX compatibility layer on top of DX12 or newer, so that GPU vendors can focus on current APIs only?
  12. How do you handle input and synchronization of input?
  13. I'd recommend going with MonoGame to start with, then possibly Unity unless you are more of a content person (you are good at making models, levels etc) than a programmer in which case I might recommend Unity instead.   I'd recommend using MonoGame over OpenTK as it makes it easier to get quick results while you also get better portability on non-computer platforms (phones, tablets, consoles etc).
  14. It's nice how it wraps around the post header, but less nice that it's on top of the page header (the black / dark gray one with the navigation menu etc) imho.   Edit:   [attachment=34143:2016-12-06.png]   Note how the contributor badge overlaps to page header. Also note how the menu is missing after I shrunk my Window to get the responsive design to switch version (menu layout), then clicked the three lines button to hide the menu which by default covers half the page, then increased the size of my window again.
  15.   Note that there are other brands with similar hardware configurations that are cheaper. One of the primary things to ask yourself if whether or not touch input is important to you. I almost never use it on my Surface for example.