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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.

Schildpad

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  1. A book on algorithms and data structures is definitely useful. Not because coding famous algorithms yourself is useful in itself, but because it is a good way to learn about how to they work. A lot of them have already been implemented in a way that you probably can't beat by writing it yourself, but knowing how they work gives you a nice advantage when using them in larger algorithms for solving more specific problems that don't have a generic solution yet.
  2. If I remember correctly, the first Halo game has this. You're just a marine fighting the Covenant, doing what is your duty. A big part of the game is played in a squad and the player is not an especially important member of it. Ofcourse you play a very good marine who does some badass things, but I can't think of a moment where you are addressed personally or are rewarded for doing anything out of the ordinary. Then again, I've played this game when it was new, so it's been a while.
  3. Just to give you an idea (I'm in no way an expert on the subject): The problem with the first idea is that you will have a lot of threads if you have a lot of players. This could be a problem, but that depends on the game. If you never have more than say, 16 players connected it won't be a problem. The problem with the second idea is when something goes wrong with the connection handler thread, you have a problem. If I would be in your situation I would have a number of connection handler threads (like in your second idea), each one doing the same thing, but not as much as one for each connection. That way, if something goes wrong in one thread, there's still other threads doing work and you have time to start a new one. You could have all the connected clients in a queue and every one of the connection handler threads pops one from the queue, handles it and pushes it in again at the back.
  4. Quote:Original post by Antheus Quote:When using enums you know every possible value that the enumeration type In C++ you don't know, since it can contain any value. They are not type safe. Yes, you have a point right there. That wasn't really valid in the case of C++.
  5. There are other reasons for preferring enums over strings. When using enums you know every possible value that the enumeration type can have while a string can have any value and requires extra code for checking incorrect values (NULL or some random string like "slfjsklqjfml" is probably not a correct value). An example: By looking at the function's signature, what can we pass to this method? void doSomething(string param); answer: we don't know, it could be anything. Where can I find the valid values without looking at the function's implementation? answer: Don't know, maybe it's documented somewhere? By looking at the method's signature, what can we pass to this method? void doSomething(MyEnum param); answer: Any value defined by the enumeration. Where can I find these values? answer: Our IDE will probably tell us, or we can find this somewhere: Enum MyEnum { VAL1, VAL2, VAL3 }; Conclusion: When using a function that takes an enumeration as a parameter it is easier to know which values can be passed or we know where to look for them. When writing a function that takes an enumeration as a parameter we know exactly what values can be passed so we don't have to write any code for checking incorrect values.
  6. Quote:Original post by Obscure Because they are not as dumb as you seem to think - they realised that a degree is useful for their career ... You could be right about some students, but a lot of them are just studying because they don't know what else to do and don't want to work yet. Even in university/master's. At least that's how it is where I come from. History is a popular choice for those students.
  7. Getting a book is a pretty good idea, although most of the books on programming linked by Prinz Eugen aren't going to get you anywhere with python/unity and are pretty advanced for a beginner programmer. I've seen a lot of "beginner" books about game development go over the basics too fast. It might be interesting to make a few simple non game programs in python. There is lots of software involved in making a video game. Every aspect has several, a few examples: * Programming is usually done in an IDE (Integrated Development Environment). examples: Microsoft Visual Studio, Eclipse, Netbeans, ... * For content creation there is non game-specific software like 3D Studio Max, Maya, Blender (Open Source), ... and sometimes there's also a need for more game or engine specific software like Valve Hammer Editor, UnrealEd, ... * 2D content needs software too: Adobe Photoshop, GIMP (Open Source), Paint.NET ... * There's also software for recording/editing sound effects (Adobe Audition is an example) and music (Reason for example) It's not really realistic to actually be able to get quality results in every aspect out of 1 person. When starting out it's nice to have some resources for creating simple games: http://opengameart.org/ http://www.squidi.net/three/index.php
  8. I think you should mention in what direction you would like to go. There is a big difference between for example modelling and programming. I am not familiar with the mentioned schools, so excuse me if your choice is clear if one is familiar with the schools. A CS degree is typically something that would get you into programming (if you build up a specific game related portfolio in your free time). I think when it comes to the artistic side that a degree is not as important as a solid portfolio.
  9. I agree with PCosmin89, go with C#/XNA :)
  10. You could use SDL. I think you'll have to write a function to draw a circle yourself though (or find one somewhere), but that's not too hard.
  11. Quote:Original post by DriveByBaptism You just said it buddy. You need to know DirectX or OpenGL. Two things I do not know lol. He said you need a wrapper for OpenGL or DirectX. You can make games with C++ without knowing anything of either of those. The easiest approach is to use a library. Popular choices include OGRE3D (3D) or SDL (2D).
  12. hehe, I think your post is quite amusing. I don't think you could go very wrong starting any of the things you mention. Just pick one, and go with that. If you’re having a hard time, try something else. Everything has it's pros and cons and you actually name some of them. There are lots of people in the world and it’s impossible to have everyone agree on anything. If you want quick results, pick something high level (the fun part comes sooner). If you want to understand what’s underneath these high level engines, go with something more low level, but expect a higher learning curve. After hearing all the pros and cons it’s up to you to make a decision.
  13. What you are proposing could work, but it would take very large amounts of memory. There are better ways. A popular less memory intensive alternative is to use a tilemap. Try searching for these keywords: tilemaps, smooth scrolling
  14. I think the best thing for you to do is make a portfolio and apply at small companies by going there and showing what you've done. If they don't let you talk to them right away, try to make an appointment. I think if you're there personally the chance of them actually checking out what you've done is a lot bigger. It's easy to throw away a paper or an e-mail, but it's not as easy to say "Hey, you don't have a degree, get out of here!" and they'll probably like the fact that you did more than just send in a paper and expect to get a job.
  15. I wouldn't abandon the physics library. You only have to start the pixel collision detection once you have a collision between a bullet and your bounding shape.