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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 tychon

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  1. There are kludges in any industry, though with varying degrees of frequency. The question isn't whether or not they exist but why they happen. I've only done games as a hobby, so I can't comment much on patterns for that industry, but my experience with them is that a kludge happens when deadlines loom, developers gloom, and project managers give out ultimatums of doom. In general, a kludge is a sign that either your design isn't working, you don't understand how to work with your design, or you're in a very funky context. The last one being rather uncommon.   Given that Mario.collide is calling a method on Block, is there some reason you can't have Block.createMushroom or Block.collide(thingHittingMe)? Does it need to be in update for some reason? An event makes more sense to me than an update loop for a context like this--the collision happens once at one moment and really only needs to fire off, "Hey, I've hit something!" to the interested parties (usually those involved in the collision). It's a lot cheaper than every few milliseconds, "Am I hit? Am I hit? Am I hit? I'm hit! Am I hit? Am I hit?"
  2.   You'd be right for desktop models, but current mobile i7 have dual core versions. Almost all mobile i5 are dual core, too. 
  3. You might also look into an R tree. If you're doing a lot of modifications to the structure at run time, an R tree will outperform a kd tree. A bit more complex though.
  4.   There's a joke about how they asked for an editor, not an operating system.
  5. MSI is a thing if you're into building your own gaming rig. I've never used one of their laptops, but I've used their motherboards before. Not bad stuff. I certainly wouldn't be surprised if their laptops were decent too. Also, the Q in the i7 model number means quad. Or at least it has for every one I've seen. I don't really keep up like I used to, but I assume it's still the same.   You're probably not going to find much better than something like that given the price range and it being a laptop. My other recently got a Dell Inspiron 17RSE with a 650M for $750, but it was also $150 off at the time. The rest of the hardware is similar to what that has, I believe. You'd have to find a sale to do better.
  6.   I'm quite comfortable with vim at this point. I tried SublimeText2 for maybe two weeks? While I won't say it was like what I remember learning vim to be, I never found it to have that "Aha! This is awesome." moment. I might give it a go again eventually, but it just didn't quite win me over.
  7.   The learning curve was steep, aye. It was some time before I felt like I was doing more than just using an old-fashioned notepad with a few extras. I'd be happy if there were some cleaner way about it. I'd be overcome with joy if there were a GUI with an editor that was as powerful as vim and was intuitive.
  8.   Pfft.
  9. Random ideas off the top: Miner's Might Squared-Off Marching Cubes of War 6-Sided Slaughter Shovel Force Dig, Dominate (Dig2Dominate? Dig, Destroy, Dominate [3D]? Though such names aren't really... comfortable.) WarCube Voxhell Brine (Some sort of reference to Herobrine is an amusing anti-hero tie-in to Minecraft that fits with a PvP focus.) I liked Six Feet Blunder.
  10.   On the other hand, Microsoft would become a much lauded name in the medical and transgender communities for performing the first safe and full sex reassignment.
  11.   What with tying platform preference to youth, a mother complex, and social ineptitude, how could it not be?
  12.   It's not faster by virtue of being a command-line editor--you can definitely make a horrible interface with or without a GUI--but that such software tends to put more emphasis on ease of use via the keyboard because that's how you're going to interact. When the physical labor of my job is mostly typing, something that makes that typing as painless and efficient as possible is much more noticeable to me than, say, an easy-to-use wizard I will use less frequently. Even in a modern IDE attention paid to how easy it is to work in the editor (or the rest of the interface, really) without having to touch the mouse would pay off.   That being said, Eclipse, Visual Studio, and Code::Blocks are not equivalent to, say, vim. vim is a fantastic editor, but at the end of the day it's only an editor (ignoring the scripting bits!). There are plenty of places where an IDE can provide productivity boosts that an editor can't because the features are unrelated to handling text. For my side of things, I just find that I spend somewhere around 5~10% of my time using something that requires a mouse or special visualization. I'd rather optimize my 90% use case and vim just clicks with me more than most other editors. Your digital mileage may vary. And I still use Eclipse and Visual Studio in addition to vim! Not like I shun a tool when it would make more sense.   There's this somewhat lengthy presentation if you want a more in-depth coverage of the thinking behind vim.
  13. I'm not saying it cannot technically be done, I'm saying that, for a user who otherwise has no interest in purchasing a computer, it's a hard sell to convince them to buy one at a price that would get them a more capable console that all their friends will be purchasing. Even if I could convince them to pay $500 for an okay laptop, I don't think I can convince their 50 friends on Xbox Live to also buy one. The community is just as important as the hardware.
  14. I do work on Linux and most of my coding in vim, so er, a lot?   Edit: I guess I should play along and add some tasks. They're not much different from the others' though.   Source control! It's handy and easy with a few keystrokes. Just haven't met a visual interface that was as convenient (with some exceptions).   Builds. Anything that involves a lot of scripts, really. It could be bound to a button in a visual IDE, but then what about the times I need to run it once with a slightly tweaked configuration? Now I have to open the command editor to change the command and remember to change it back after I run it.   Various tools that don't have a graphical interface to begin with.   I spend most of my time with my hands on the keyboard. Most of the work doesn't involve a mouse and many of the tools don't for most of the time either (keyboard shortcuts, huzzah!). I find that it's a small mental break for most of my work flow any time I have to move a hand to the mouse. Now, if more of my work already involved the mouse my tune would probably be different--any time I'm working in Blender or GIMP I have one hand permanently attached to the mouse, but there it makes sense. Programming? Almost everything is keyboard shortcuts and typing. Mouse is... foreign. The terminal is just a natural extension at that point.