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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.

caffeineaddict

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  1. It varies, like others have said, sometimes I'll drink nightly, sometimes not for weeks. I usually prefer rum and coke (Sailor Jerry is my favorite rum) or something with vodka, I don't drink beer that often but if I do I get what I like and not just some cheap Bud or something, I really like Guinness or New Castle. Sometimes I drink with friends but more often I drink by myself.
  2. Like others have said it really depends on the server or if you can get together with friends who have it. I've been on great TF2 and DoD:S servers where teamwork was encouraged and others overrun by 12 year olds who camp, so just poke around in the servers to see one that you like the best.
  3. Day of Defeat Source maybe? Team Fortress 2 isn't really realistic, but it's a lot of fun.
  4. No problem, they invites are in Google's hands now :-p. I've played around with it a bit and it's...interesting, but I'm not completely sold on it being the next best thing. I suppose I'll have to wait and reserve judgment until people actually start using it and making cool stuff happen with it. And I'm out of invitations (was given 8 initially) so sorry, but don't bother asking :)
  5. I assume you're talking about the Focus on SDL book. It's pretty good and the bulk of the material hasn't changed a whole lot so it's probably still worth picking up even today. I haven't read through it in a while so my recollection is a bit fuzzy.
  6. Several years ago I needed an arbitrary precision math library and used MAPM it worked out for what I was doing at the time. It seems that the library hasn't really been updated for some time and I can't say how hard or easy it would be to get it running with current compilers (there was a bug back in Visual Studio 2003 I recall). I haven't used any of the other libraries mentioned so I can't say anything about their performance or anything, but I do recall that in the article linked at the top of the MAPM site it cites how it uses several different multiplication techniques to provide fast multiplication depending on the situation (they utilize traditional multiplication techniques which is O(N^2), divide and conquer O(N^1.585) and Fast Fourier Transform based multiplication which is O(N*Log2(N)). They showed statistics using these methods for multiplying 2 1,000,000 digit numbers and showed that the FFT method provided results in 40 seconds compared to the ordinary O(N^2) multiplication which was projected to be on the order of 23 days. It's an interesting read in any case.
  7. To me it doesn't really sound like you want to actually write a game. Games are full of little details and hurdles, some can be big, some aren't. Figuring them all out is just a means to an end - a game. It really is important to have your goals clearly defined or you'll spend so much time going in circles and not really accomplishing anything useful no matter if your goal is a game only or a full featured engine. For some reason you seem to be of the opinion that starting with an existing engine solves all of your problems and there's not a whole lot left to do. This really isn't the case. If you start with an engine it's not going to be perfectly suited to your needs, there will likely be a fair amount of code involved to get to where you want to be, especially if you want to implement a separate physics engine (which isn't a trivial task). So again, I go back to the point that you really have to decide what it is that you want to do and what you want to get out of the experience. There are a lot of research areas that you can get into and do some "real" code that is still related to games if that might suit you better, or you could focus on a sub-section of game development (A.I. for example). Game development, especially in small teams, doesn't limit you to one thing, you pretty much have to do all of it.
  8. I would also recommend Blender, despite its clunky UI. If you would prefer to see what a commercial, production quality environment you can get a Personal Learning Edition of Maya that lasts for I believe 30 days. I think it's basically fully featured and only adds a watermark to your renders. Worth a try just to see how it compares.
  9. You're after screencasting type software. Here's an article with various different programs. Hopefully you find one that works out for your needs. Also, if you're in Linux by chance, there's something called recordMyDesktop that's pretty simple. Good luck.
  10. Generally in most games I can think of when there is a settings change for the graphics there's a flicker and a little while where everything is reloaded, different resolution textures are unloaded and loaded etc. It seems like it would cause a lot of laggy glitching if it were done automatically and (presumably) in real-time, potentially ruining the game for a time. Or is this not what you were referring to? Seems like doing this would create a constantly moving target. Also possible is that one change on one system would not have the same impact on another system depending on the configuration? Just a thought.
  11. It really depends on what you want to do and what you want to get out of it. Do you want to spend more time on making the framework to then build the game or do you just want to work on the game? Do you really have much more to offer that isn't already offered in a production engine? Writing things from scratch can certainly be a good exercise, and I wouldn't knock that experience, but in many instances that's all it really is, an exercise. If your main goal is to simply make a game, I'd go with an existing engine. First come up with a list of absolutely necessary features the engine must have. Following this, find an existing engine with comparable features. Weigh the pros and cons of developing all that technology for yourself. Existing engines come with the added benefit of having been tested and many bugs already being worked out so keep all that in mind. If you're just interested in making games, I'd say that 99% of the time it's more lucrative to use an existing technology base.
  12. I don't know anything about Delphi's ability to develop for WM, but the express versions of Visual Studio do not allow you to. There is apparently a free route to develop for WM using several different tools together, Here's a link to an article explaining how to set it up. As for code examples for WM development there are tons on Microsoft's site.
  13. Very cool, John! Can't wait to get my copy, but they look great. I'm glad I'm in the orange one, it looks the coolest ;).
  14. Thanks for the heads up on the Quizno's deal! Me and my family are always game for coupons and freebies and we all got a free sub out of the deal (along with the IHOP freebie a few days ago).