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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.

Daniel Miller

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  1. Yeah, I learned C++ in about 3 minutes. I don't understand what people find so difficult.
  2. Thanks for the link! Unfortunately this is a laptop without a floppy, so is there a way of getting it to work without one? Also, what's the easiest way of refreshing windows without a disk or anything (this is a Dell Inspiron).
  3. I have a legal copy of Windows on this machine. Should I clear Windows off, or can I keep it on? Either way, I want all sensitive data to be reasonably unrecoverable. What free software can I use to do this? Is there any?
  4. Wow. Did programmers feel ridiculously limited back then? Or was working around these limitations "all in a day's work"?
  5. Yeah, there are a few.
  6. I sure hope there's another tourney! What's your apm?
  7. What exactly are you trying to do...? Do you want the sprite to rotate without actually "tilting around"?
  8. The angles could not be pre-computed. They would be movement and firing angles for each unit. I think I'll just waltz ahead and use floating point, and if it doesn't work I'll just break down crying.
  9. Quote:Original post by jdi Quantization errors between two different computers can theoretically happen, but they are so rare that in the last couple years that I've been working on games that use this type of networking, I've never seen one happen. I have seen plenty of sync errors caused by programming mistakes though. What we do where I work is just use floating point, run the simulation on all machines, and terminate a network game if it goes out of sync instead of trying to get it back into sync. It works well enough. j That's good! Haha What sort of games are you talking about? How are floating point values used in the game?
  10. Quote:Original post by Fingers_ Quote:Original post by Vorpy No you do not need to use a lookup table for sin/cos. A float will have more than 16 bits of precision, and 16 bits should be more than enough for the fractional part of the fixed point numbers (8 bits could also work). The precision does not matter; the problem is quantization of values where an *arbitrarily small* difference can go across a threshold between two quantization levels. For example: Computer A says sin(pi/6) = 0.499999999999999999999999999999999999999999999999999 Computer B says sin(pi/6) = 0.500000000000000000000000000000000000000000000000001 When you quantize these into a 16-bit fixed point fraction, A returns 32767 and B returns 32768. The simulation diverges and all hell breaks loose. Is that really what would happen? In binary, that isn't how those numbers look. The first bits would be the same, but the bits "past" your needed precision would be different. Wouldn't taking the first 16 bits be safe?
  11. I'm not worried about intentional de-syncing. I'm not going to have any record keeping, so de-syncing will be the same as just closing the game. Thanks a bunch for the tips, though. Is the only solution a look-up table for sin/cos? That seems... bad.
  12. Quote:Daniel, when did I talk about opponents? Thats true for me too. When I beat an opponent that had a better strategy just because I knew all the hotkeys better, its not really satisfying. Right here: Quote:My grip is, when I play Starcraft or W3, I feel that the best (casual) players dont win because they played a better strategy, they win because they are more efficient better at using the dubious controls and UI. They think less, click faster. It doesn't take long to memorize hotkeys, and your hands don't even have to move that quickly. Basically, you have to think quickly in addition to thinking "well". Some people would rather not have to think quickly, but don't act like fast-gameplay is a game-design fault.
  13. Quote:Original post by Steadtler Good points, Scint, but you're thinking old gen :) Selecting fast moving flying units is not a chore with clever UI and controls. I didnt play Frozen Throne. I think thats always been something with Blizzard, their games only realize their potential when the expansion comes out. It seems FT fixes many of the original game annoyances. My grip is, when I play Starcraft or W3, I feel that the best (casual) players dont win because they played a better strategy, they win because they are more efficient better at using the dubious controls and UI. They think less, click faster. Oh well, at least I hope the 128 unit cap show in the video is not universal. You know, you don't really have to play that quickly in order to be a great player. 150 actions per second is plenty to be considered an excellent player. Considering that includes both mouse clicks and key presses, that isn't very fast for your hands to have to move. Perhaps the problem isn't that your opponents aren't thinking, it's that they are thinking faster than you? I'll go ahead and add that you don't really need to scroll much in Starcraft. If you want to jump to some units, you double-tap their hotkey.
  14. Yeah, doubles have about 15 digits of precision, so if I take 10 of those and throw them into an integer, I'm almost guaranteed not to have any issues. Thanks to everyone for clearing this up!
  15. Quote:Original post by Steadtler Quote:Original post by Prozak Quote:Original post by Steadtler That gameplay video is kinda disappointing. Same old 1995 gameplay. I know thats what a lot of people want, so I cant blame Blizzard, but they have become so safe and boring. Same small scale, tactical-level micromanagement click-frenzy. And whats with those air units? They look like hovering turrets shooting at each others. Dogfighting anyone? Someone is shooting at you, try moving a bit? I'll pass, and stay on SupCom. It's a new GameDesign concept called Fun. Look it up. Yeah, the shitty small view is fun. Boring action is fun. Dumb ai targeting is fun. (look at those tanks killing each other!). Scrolling the mad like a madman is fun... Come on. Starcraft was fun, but had its drawback. I just wish they'll would have innovated a bit to cover those faults, especially regarding the UI and AI. Well, like the guy said, its not final, but I dont see anything impressive in there. OK, so you don't like RTS games that require quick thinking... so what? Most people prefer them over relaxed RTS like SupCom, and considering that SC1 was of the action-packed variety, why would they make SC2 slow?