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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.

FalconDragoon

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  1. From the album Heroes of Eterna

  2. From the album Heroes of Eterna

  3. From the album Heroes of Eterna

  4. From the album Heroes of Eterna

  5. From the album Heroes of Eterna

  6. RT @alysonpizza: Hulk Hogan drops n-bomb, removed from Hall Of Fame. Jimmy Snuka murders woman, still in Hall Of Fame.
  7. Unity

    I use XML data definitions for a lot of the content in my project.   In effect, my data didn't specifically represent game object instances, but rather Meta classes to represent the definition of the object (keys to determine spritesheet or sfx, initial values for different member variables and the like). At the start I load in all my data, which is pretty light. I store these meta objects in a manager class which can, on request, take the data and give me back an instance of the specific object.   The actual instance objects are much lighter and keep only the mutable data and any logic needed (Position, Color, HP, Rotation, that sort of thing). They may also reference the content object that it was sourced from to reduce data duplication.   It appears you're going a similar path but without the separation between instance object and data representation. Don't know if my way is The Best™ or even really better or good, but it seems to work pretty well.
  8. RT @MildlyAmused: According to conservatives, nothing says “tyrannical dictator” like amnesty for the poverty-stricken disadvantaged
  9. RT @marsrader: Antarctica from space. You don't see it a lot because you have to be in a specific polar orbit to get this view. http://t.co…
  10. RT @ShaunKing: Once and for all, let's expose this lie the STL police have told to protect Darren Wilson. http://t.co/cCk73wW35t http://t.c…
  11. So something like a year ago, a friend got me an Axiom Air Mini 32 midi controller, and with it came some info on how to obtain it's associated music creation tool, AIR Ignite: http://www.airmusictech.com/product/ignite#.VG115vnF-ao   I'd never heard of it, and it was free, so I checked it out.   Right from the start, it was unlike anything I'd used prior. The UI is kinda janky and a bit buggy, but the workflow is actually kinda neat. at the root of it, you pick an instrument, and record a track with creates a little box that you can drag around in the workspace, you can stack them into clips and again into songs. It also has some pretty sharp sounding voices.   Sadly, it's missing a few features that just, don't make sense to not have (like the ability to manually set or clear a pitch bend without a wheel, or any sort of automation or VST support), but it does have a DAW export where it will dump your tracks out to individual wave files that you could master in something else.   Anyway, thought it was a neat tool, but I've not heard of anyone else using it and thought I'd check here.   As a side note, I created this track using it a few weeks back, I think it turned out pretty good.   https://soundcloud.com/alturos/justice-dragoon    
  12. RT @mrsairey: .@justinbieber found guilty of driving people to drink and drag.
  13. RT @Wolfire: Candy Kane Saga, the game that will prove once and for all that video games are the Highest form of Art.
  14. RT @BugMartini: Horrible titles for the prequels: "Jar-Jar's Excellent Adventure" "Naboo Girls are Easy" "The Adventures of Pregnant Girl a…