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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 programwizard

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  1. ...you try to start arguments with people in your high school programming class that Java is inferior to C++ for "real work".
  2. Quote:Original post by TheUnbeliever Loop unrolling, Duff's device. Dang, beat me to it [sad] whilst. sad 'programwizard' do. put_off_work_and_complain''' end.
  3. Definitely look at Boost.Python. You might also want to check out the Python/C chapter in the Python Manuals.
  4. From MSDN: Quote:The identifier is converted to a smaller type, resulting in loss of information. So, it seems to me as though there isn't a way to get rid of it.
  5. Quote:Original post by Oluseyi Games are too long. When you were a kid, the length didn't bother you because you had nothing better to do with your time. I remember a lot of games I played as a kid had some atrocious segments - Bionic Commando's pole-swinging leaps to mind. When I was 10 or 11, it was a challenge. At 26, it's a chore. I think that game design suffers from the need to draw out the game to meet an expected number of hours of play, because of how expensive games have become to produce. The solution is not as simple as "make shorter games"; the 40-hour mark appears to be the current break-even point for all the factors influencing cost. Perhaps the compromise would be for game designers to include a secret skip-the-boring-parts flag/option for those of us who just want the key moments. [smile] I'm of the opposite opinion: games today are too short. I've never had to spend 40 hours on a game to beat it; Twilight Princess was the longest I've ever played (with a play clock anyway [grin]) at 33 hours. I would greatly enjoy it if there was a game that both lasted 40 hours, and wasn't complete filler. I think I like long games better because it allows for more depth; shorter games tend to be a mixture of different play concepts, none of which are fully fleshed out. For example, I hate it when there are special powers that you only have to use once throughout the course of the game. I would perfer everything to be integrated into the game play equally. 45-50 hours would probably be where I would stop enjoying it.
  6. I'll probably be entering, assuming my exams don't take up too much time. Hopefully, the Mystery Aspect is a little more exciting than just "Europe" [grin]
  7. Most C++ tutorials online are pretty terrible (as evidenced by the linked Sams book above), so I'd recommend picking up Accelerated C++. It moves a little quickly, so you might want to supplement it with The Correct C++ Tutorial already linked to.
  8. I'd try Smalltalk. It's similar to Prolog and Lisp in the way that it expands your way of thinking about programming. It's different, but well worth learning.
  9. Recently, I was doing some reading on the Sapir-Whorf Hypothesis. Correct me if I'm wrong, but the way I understand it, it states that someone cannot think of a concept if the language they know has no word for it. For example, if someone only knew English, and English had no word for "chair", that person could not think about what a chair is. Now, I recall that when I was first learning C++, I would sometimes find an occasion where it would be useful to execute code that had been constructed at run-time and stored in a string. Since C++ was the only language I knew at the time and it had no way of doing this, I assumed it was "impossible". It wasn't until later I found out that languages like Lisp and Ruby have this capability. Remembering this got me to thinking: I was able to conceive something which my language had no way of representing. Doesn't this violate the Sapir-Whorf Hypothesis? Does this restriction only apply to natural languages? Or am I just horribly misguided on the whole subject?
  10. Python and PyGame are great for a 2D game. You don't need anything special for image creation. You can draw in something as simple as MS Paint, or something more complex like Paintshop Pro.
  11. All you need to do is have a variable that gets incremented whenever the user guesses too low (var += 1). When you exit the loop, check if it is over three. You can ask specific questions if you have trouble implementing this.
  12. I would be very much in favor of a forum like this. Often, I have a piece of code with questionable design that I would like to have critiqued. I know we don't get additions to the board often, but hey; we got the Hardware Forum [wink]
  13. Quote:Original post by biggjoee5790 The problem is, how do I know that I have Python completely learned? Python may appear simple on the surface, but it's actually quite complex; you could spend quite a bit of time before you master it. My advice would be to start learning C++ after you make a few simple games with PyGame. People recommend Python to beginners rather than C++ because Python lets you learn basic programming concepts with less trouble. After you've completed a few small projects, you should know enough to comfortably start learning C++.
  14. Basically, a class allows you to define a new data type. Here's a quick overview. You might want to buy a book on Object Oriented Programming as well.
  15. Quote:Original post by Xai I thought a derived class could internally do with protected members from its base, the same thing it can do with private members of itself? Is this not correct? It is. However, based on his question and code, I believe he has a setup like this: class A { protected: int i; }; class B : public A { }; class C : public A { public: void doSomething(B b) { b.i = 5; //Error here } }; Inherited protected members remain protected; as such, other classes can't access them, even if the two classes are part of the same inheritance hierarchy.