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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 deja_vu

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  1. Quote:Original post by Extrarius Quote:Original post by AndreTheGiant [...]then theres nothing random about the coinflip. You can calculate how it will land. When you break things down like that, nothing is really random.[...]Unless, of course, you believe in certain areas of physics that say otherwise. If we can, at best, model an atom probabilistically, then there is no reason to think it's really deterministic despite the continued failure of efforts to demonstrate it so. so till you know all the variables its random? and when you do know them its not random anymore? mmm...
  2. well.. bumped into a contest a couple of days back.. thought i'd post it here.. http://felicity.iiit.ac.in/sculpt/ dunno much.. but prizes :excited: lol .. which arent announced yet.. but still prizes! :plotting:
  3. maybe u can ask him or her..
  4. a base for mods.. what if the actual game was also developed like that.. as a sort of mod.. with subtle difference so that it seems like the main app.. hmmm.. if it has to.. i wonder if that made sense.. :|
  5. once me and a friend of mine did a harddisk id based serial number generation, but then again, it was not elegant nor was it uncrackable.. speaking of which, is there an uncrackable? maybe making a crippled version would be the way to go, but who would go all the way to download a complete version later on.. maybe some will.. but its easier to buy a serial number than buy a game and download i suppose.. do a search for "copy protection" on the forums and the results are interesting.. and also found this a good read - http://www.gamedev.net/community/forums/topic.asp?topic_id=354922
  6. looking nice.. you can check out some designs at dA to get some inspiration if you want -http://browse.deviantart.com/designs/web/?order=9&alltime=yes [Edited by - deja_vu on May 31, 2007 1:15:08 PM]
  7. Quote:Original post by shadowcomplex *img snip* This is an early screenshot from my entry, Underome. There are no shadows or particles yet, and the terrain artwork is temporary, but the screenshot does show the finished model of the Skirk, which was created by Juri Unt. The general idea of the game is that you are a Skirk trainer in Rome. There are illegal and secret Skirk fights that take place in Underome, the arena secretly built below the Coliseum. You can buy and sell Skirks (male and female) and Skirk eggs, breed your Skirks, and train them to try and make them as ferocious as possible. And of course, each week you get to enter some of your Skirks into the Underome and fight them against other Skirks. A brief write-up of the game can be found at my website. The game is written in C++ using my 2D games framework, Miracle2D, which uses Win32 for rendering and input, etc. At the first glance, reminded me of Dune.. hmmm.. looks nice though.. :)
  8. im in :)
  9. I suppose collecting coins or something similar and trading them for something else can be economics(?) so can we say 'trading anything' fulfills the needs of this element in a game?