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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 Tarviathun

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  1. You might want to check out Game Coding Complete 2nd Edition. It's an incredible book and has lots of good information. Additionally, it'll help you get started with the general bits of game programming. Great resource.
  2. I'd suggest taking a look at the Event System that's outlined in Game Coding Complete 2nd Edition. It's a very nice general event handling system. Essentially, you register listeners that derive from a base class that has a pure virtual HandleEvent(Event const & event) function. This is then registered with the main EventManager class along with a type (this type could be a string or a number or your own type class). When the EventManager receives an Event of that type, it will call back the EventListener::HandlEvent function and pass in the event. It doesn't handle delayed events, but it would be very simple to add the delay. It would be something along this: if(event.time_fired + event.time_delay < GetCurrentTime()) { //fire the event } This is a general solution to the problem, so perhaps it's not exactly what you're looking for. However, the principles could also be adapted to the Creature or Ogre class pretty easily.
  3. The progress is looking great. I'm really liking the visual style of the game and the design seems to be doing wonderfully, once again. Have to say the radial menus are quite nice, though I do wonder if in certain cases a few other controls wouldn't be in order, for instance perhaps a radial slider on the sound. Everything is looking good graphically, aside from the few minor issues brought up here. I'd say that this is one of the best looking indie games out there, and, considering that this is indeed an indie game, we shouldn't complain too much. Design for an indie game is far more crucial than graphics, because ultimately an indie game cannot and will not compete nor compare graphically to AAA titles produced by Id, CryTek, or Monolith, for instance. How goes the development? Any more screens to show us?
  4. I'm not entirely familiar with the "State Pattern" is you're talking about. Is this the order of the states, or are you asking specifically for the best way to implement a game state machine?
  5. Looks excellent to me. I like the new look. I can't think of anything that needs to be done on it. Excellent work!
  6. My suggestion, if you're just wondering about storing data, would be to use a simple XML format and TinyXML(link: http://www.grinninglizard.com/tinyxml/) to input it. XML is easy to read, TinyXML is really easy to use. It took me about 20 minutes to get it up and running with a basic format(for storing my characters). that would be my suggestion. If you don't want to take the time, what you have seems to be fine in my opinion. NOTE: I'm not the best at this. As of yet, I haven't completed a full and working 2D tile engine(*tear*) I've tried like hell, though. I keep on getting too bogged down with small features that I really shouldn't be thinking about. So yeah, I'm not the best reference for this, but there's my 2 odd yen.
  7. http://www.digipen.edu/programs/degrees/rtisbs.html That's the course load. I'm applying there now, and I'm hoping that I'll be able to transfer in. Don't know about UAT though.
  8. Looks great. Three things, though. First thing, clipping on the hair. The hair pretty freely passes through her clothing. Second thing, looks like the boots are still untextured. Third thing, the under garmets seem to be untextured, as well. Other than that, that models looks absolutely excellent.
  9. As I've said before, I think it looks great. On a purely aesthetic level, the font just looks better. I love the way that it has a unique and rustic feel to it. Very good work!
  10. Unity

    If you want a bit of TorqueScript here's what you can look at: http://www.garagegames.com/uploaded/code/7381.torque2dtutorial.html Also, just found a bit about flocking/herding AI: http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=7240
  11. I'm currently developing an event system in C++. I didn't hear it mentioned here, so I'm wondering if I'm going in the wrong direction. Basically, I have a base event class(F_Event) that serves as an interface for the rest of the event types(ie F_Event_Movement or F_Event_FireMissle or the always needed F_Event_SomeoneSetUpUsTheBomb). This interface consists of two functions bool isPossible() and bool trigger(). The constructor of the subclass provides the data for the event. Each event has a few basic members. An int m_EventID which is used for registering target systems and determining the type of event it is. For instance, a movement is a movement event no matter if it's a F_Event_Movement_MagicMissle or F_Event_Movement_Monkey. Therefore, each would need to know that it's of type "movement" for target systems to recieve all the movement events. I'm toying with the idea that I could have each event store a boolean m_isTriggered value, so that the event knows when it's been completed. The reason why I'd do this instead of just having the event remove itself from the overall event list is so that if multiple systems recieve the same event, one system doesn't remove the event from the list before the second system has a chance to look at it(causing a few null pointer issues). Also, the events would have a pointer to the EventSystem so that they could retrieve things such as current time or external data which they might not have available to them on creation. Finally, there would be an all powerful F_EventSystem that'd store and dispatch all the events. Here, you could register targets for events EventSystem.registerTarget(eventID, target). The EventSystem has all the data needed for events that need external access to other data. I believe that it was Schlinge that said memory would become too fragmented with this many events being dynamically allocated. I'm not too terribly sure how to work around that issue. I don't know of any other way to create or destroy events. Anyways, if this seems like poor form, I'd love to know the proper way to do this.
  12. Good point. Bottles of life should always be sorted neatly.
  13. Looks great! I don't think that there are any critiques that I can give on those. They look just fine. I'm glad to hear that you survived the weekend. Hopefully, one of us on the boards got in the beta so they can tell us unspecific words of prase.
  14. Alright, so maybe you coded it poorly. That was the first thing that came to mind. The special thing about the Debug version is that it allows you a whole lot more information on the program running. You have to output it yourself, catch you're own errors, but it allows you a whole lot more flexibility in the actual debugging process. That extra crap in there slows shiz down. However, this doesn't really seem to be your problem. So, can't really help you too much there. I'm not a VB coder, I'm a C++ guy. All I can really say is, if your problem is determining where your mouse clicks in your world, then try a different method. I don't know what that'd be, I don't do stuff in isometric. But I love stating the obvious, so there it is.
  15. The first thing that comes to mind is that you might be using the debug version DX, which would cause a large slowdown in performance. I haven't downloaded your program, the main reason it's 3:40am and I've still got hw to do. Not sure what to say on the ray thing, right off. My brain isn't functioning too terribly well at this hour.