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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 I_Smell_Tuna

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  1. C/C++ is a perfectly good starter language as long as the student understands the difference between programming and Windows programming. This can save quite a bit of confusion and hassle. I started out with VB and the tried bridging over to C/C++ and I had a hell of a time with that.
  2. $50 - www.parallels.com Lets you load an OS inside of another OS, so if you're a Windows guy and want to make your Linux development easier then this will probably help you, no rebooting to a different OS and you don't have to have a second machine.
  3. A lot of games don't require port forwarding because you don't need a port open to accept connections. So when the game isn't acting as a server there is no need, but if your hosting/creating a game you will need that port opened so that you can receive those incoming connections, there typically aren't any restrictions on outgoing connectings.
  4. Of course, connecting to the internet is easy. Quote:How will you manage customer's upgrade requests. If you're referring to hardware that won't be a problem, transitions are quick. When it comes to software they're on their own, as stated previously. Quote:What kind of reliability are you aiming for? Without a solid plan and 24/7 support team you can't provide even 95%. Uptime in the high 90's, UPSs for all the machines, and a backup generator that can automatically switch on is relatively cheap. Quote:What about backups? The backup system we have for our current in house machines is pretty good I think. Backups are made daily to a NAS box, and we have drives for every day of the week, those not in use are kept in the house safe, and once a week they are swapped out for another set kept in a safety deposit box. So at any given time there are two weeks worth of restoration points, the most current kept on site, and the previous weeks at the bank. Quote:Replacement hardware? Not an issue, it's a computer store. Quote:Security patches? As stated before we only provide operating system support, anything outside of that is the responsibility of the customer. Quote:Malware protection (do you want your network to become bot network?) Most of the VPSs run single applications, and are behind firewalls. This isn't some computer at a public library, no pr0n browsing going on here. Quote:What kind of traffic are you looking for? 1 gig a day/machine? 5? 50? How will you enforce quotas? We haven't done any estimates on the bandwidth usage yet, I'm not sure about enforcing a quote, this is another thing I have to look in to. If we need additional bandwidth we will have to bring in more lines and charge accordingly. Quote:Have you considered the price of server software? Yes. Quote:What about imaging and full or partial system restores? Dependant on the customers needs, we currently make images of the customers installation after it has been deployed, most of the installation information remains static, the only thing that changes is data. The initial image is kept in the customers backup along with the recent restore points for their data, no sense in backing up the entire thing if your OS and software accounts for 90% of used space. Quote:Do you have a backup line in case main one fails? We would likely have multiple lines as well as additional IP addresses handy so a failure could be handled quickly, although if one fails its likely you will lose multiple lines, if not all. Quote:How will you administer those machines? We will be administering hardware and operating system only. Third party software administration will be up to the customer. Quote:There's a huge difference between running a corporate intranet server, a home server or providing something for friends, and hosting a commercial solution. You may believe that you are on good terms with them. Wait until one of your HDs dies, and they lose 2 days of data. As stated before this isn't a huge data center. Hard drive comment addressed previously. Quote:Typical reliable systems require two of everything and two of everything in the stock. Starting with network connection, over every switch, router, computer component, backup system, power supply, UPS, emergency generator, fire extinguishers, possibly grounding, security doors, security locks on machines and racks, authorization systems for administrators, NDAs, and if one of your customers is in any way related to government possible security audits, background checks, ..... Addressed above. Quote:As always, it depends on the scale and the content served. But hosting doesn't even remotely mean "getting an IP and plugging a machine on the network." Please don't put words in to my mouth, or take what I say out of context, that is not what I said. Me never having to manage multiple IPs from an ISP before does not make me a moron.
  5. Thanks for the insight, we've done some work with some larger companies that are close by we're looking to possibly sub-lease their bandwidth and a room for a dirt cheap price, another added bonus.
  6. This is planned to be an extension of an existing business marketed to existing customers, our current customers are happy paying what well tell them it costs. Cost of failure would be low too, we'd only be out the cost of the dedicated line, any hardware used could be reused by the business. We're not looking to get that big, less than a dozen machines with 3-4 VPSs per machine. Basically the service would entail us providing the hardware, connectivity, and guaranteeing uptime and redundancy, we're not providing support for the applications they use. We do quite a bit of work with VPSs on local networks where any networking is already in place, this is an area that we feel we need to brush up on. The goal is to consolidate some of our VPS services so that we can manage them easier without having to go on site if there is a problem.
  7. Yes, any connection with a modem is unlikely to be used for dedicated purposes, I meant it figuratively, thanks for your help.
  8. I'm doing some research because I want to start a business leasing servers and I have a question about how to manage multiple IP addresses. I assume that when you get multiple IP addresses through your ISP they are available to you through one physical connection. My question is how do you go about distributing those IP addresses to different physical machines? I'll be using Windows, and my guess is that I would just have to manually configure a static IP address and use the addresses that were give to me by my ISP, and have my multiple machine connected through the modem via a switch. Is my assumption correct?
  9. Unity

    Just read a book about C.
  10. Well you game likely has multiple systems. Just put a... if (!pause) { } for each system that you want to be paused when the game is paused. The game that I've developing has multiple systems, and each system is built like a class, and at any give time the class has a state variable so that the other systems know its status, such as loading, loaded, ready, paused, exiting, error, idle, etc. Using state variables for each of your systems might be handy.
  11. I didn't read any other replies but what kind of post is this? Lol. Basically your asking if Diablo II was a completely different type of game, would you still play it. I'm sorry whats the point of this?
  12. http://www.GameProducer.net
  13. Quote:Are subscription based games and episodic games one and the same thing? any other info will be welcome I agree with Obscure. Subscription and episodic games are different, although in the same breath a game can be both at the same time, but not all are. HL2 is definitely episodic content, and I think the response to it has been pretty good. It's definitely a good business model - it allows you to expand on your already existing technology and sell to existing customers over and over again. It also doesn't require the previous games such as some expansion packs do, but still encourages new buyers to purchase previous and future games.
  14. My suggestion would be to check out tslopers website as well as the www.indiegamer.com forums, they are very insightful when it comes to the business side of indie game sales and dev.