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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.

EdR

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  1. Depends on what you need. If you need shared web hosting, then Dreamhost is OK - you get enough elbow room in the shell to make a decent set of tweaks and modifications should they be necessary. I think you can use mod_python, don't know about WSGI. If you're looking for a decent Python provider, however, you're probably looking at dedicated hosting or a virtual server. I'd start looking at an EC2 Micro instance (free) or an el-cheapo VPS at Linode or Rackspace Cloud. Bear in mind you'll need to bring your own clues to the table as far as setup and administration go.
  2. Quote:No. Read FAQ 49: http://www.sloperama.com/advice/lesson49.htmThis is the best FAQ I've ever seen on your site, Tom. This should be required reading before posting here.
  3. This looks reasonable.
  4. No. Generally it'd be in a file somewhere, such as "license.vorbis.txt" or something. It'd be nice of you to include "This game uses the OGG Vorbis libraries available at http://foo.bar" though. Politeness and all that.
  5. Quote:Original post by Tom Sloper Quote:Original post by Viral_Fury School only has things in Java (except for AI, Lisp territory) You're wrong. Look at more schools. Quote:Original post by Tom Sloper Quote:Original post by Viral_Fury I'm still in high school We knew that. What's your point?No offense intended, but this kind of 'tude is a bit unwarranted, Tom. Most high schools have almost nothing for computer programming to begin with, and when they do it usually is all Java because Java is what's used by the Advanced Placement CS courses. While you might be able to find university-level courses that deal with other languages (and should, at most universities), but for a high-schooler this advice is kind of impractical, and the tone you're delivering it with is a bit much for someone who's making a good-faith effort and has apparently shown that he's willing to work on his own a good bit. Viral_fury: It sounds like you're not quite there with C++, and trying to run (OpenGL, whatever) before you can walk might be a bit much. If I were you I'd give this book a read: How to Think Like a Computer Scientist. It'll also have the side benefit of being a decent introduction to the kind of stuff you'll see in college, to see if that's the route you really want to go. -Ed
  6. Quote:Next question: Why would these transactions be frowned upon? Why not design a game that supports and even encourages a real-world economy to flourish within the game universe?Because the supply of items always goes up due to monster drops or whatever. The cost to buy anything goes up too. And nobody's going to play a game where you have to buy all your equipment, if you were going to say "well, remove item drops." The only way to make it work with a real economy is to base the game on something other than traditional "game" concepts and put everything in the hands of the player, as in Second Life.
  7. Quote:#3 Default Ubuntu install is not developer friendly! By this I mean that alot of necessary tools i.e. gcc, automake,libtool,etc will be missing and it's a PIA with Ubuntu to track down what is missing or necessary? I tried running the default SDL template "hello world" program that comes with KDevelop for example on Ubuntu and it didn't even compile until I apt-get'ed like 10 different things!apt-get install build-essential g++ libsdl-dev ide_of_his_choice There's no good reason to switch distros just because the packages aren't installed. It's not difficult; that's why package managers were invented. EDIT: Apparently build-essential is already included in Ubuntu these days, too. g++ seems not to, though. [Edited by - EdR on May 23, 2008 8:42:22 PM]
  8. Quote:Original post by shadowstar120 yea i see what you mean about the companies not wanting MY ideas. and my goal is to make games, not just this one. I want to do it for a living. but my future goal is to be a director of a team and make games that way.Competent "directors" ("director" is not a very good term for video games, aside from a few special cases) generally come up through the ranks of people who have done the work. I mean no offense, but you sound like you're saying "I want to do the fun stuff, but I don't want to do any of the hard work to get there." Read what Tom and others have posted--it's not that easy, and without marketable skills (no, the "management" skills you think you possess do not count) you will get nowhere.
  9. Quote:I know that many people complain how L/GPL licenses infect their projects. Have I fallen into that trap?With LGPL at least, those complainers are simply wrong (and if they're linking to GPL code without understanding the ramifications they're none too bright). LGPL does not "infect", so long as you follow its fairly simple rules. Quote:If I want to release my project under something different then the LGPL, do I have to rid my project of everything LGPL?No. You really should read the LGPL over, or at least read a synopsis of it; Wikipedia has a decent primer on it. In short, the LGPL is "use this how you like, link to it however you like, but if you change the LGPL code, give back your changes." Quote:I know for a fact that I have seen projects released under the zlib license that link to non-zlib licensed projects, such as FreeType. So, if I do not distribute any of these dependencies with my project, am I allowed to license it however I please?I don't see why not. Quote:Also, I'm wondering if zlib is the best license for my project. I'm going to release the source code. I don't want to force people into crediting me -- I would just appreciate it if no one would claim to have written my project.These are much the same thing, though. Most of the other licenses (MIT, X11, three-clause or the commonly-modified two-clause BSD) require attribution. The difference between three-clause and two-clause version, which is not "official" but used by FreeBSD, is that the three-clause version prohibits the use of the copyright holder's name in advertising. The two-clause version allows it. Quote:Furthermore, I want to allow my project's use in commercial projects, so I do not wan to release it under the GPL.Given your stipulations, I would recommend the MIT License, BSD License (two-clause, probably), or X11 License, all of which are semantically more-or-less equivalent. They do require attribution in binary and source redistributions, but that's something of a necessary evil if you don't want others claiming creation and ownership.
  10. Quote:A Deque is doubly-linked list of objects, which have to be constructed each time they are added to the list, and destructed each time they are removed.I don't think this is true. There's nothing stopping you from making an array deque.
  11. Quote:Original post by godsenddeath i'd like to chime in with a question, is it possible to use Visual studio to learn assembly? like just write a c shell and wite the accual code in assembly?It's possible, but it's not really a great idea. If you want to learn assembly, I'd get dedicated tools for it. I had to learn in a class with a professor who wanted to stick to the 16-bit subset of x86 (under DOS--hello, int 21h!), so we used an old version of A86; it's command-line, rudimentary, and generally crapful, but there are much better tools to learn ASM with than using VC++. I transitioned to NASM after the class was over. More powerful, more useful, more interesting. -Ed
  12. If you're only looking for Standard, Microsoft hands it away like candy at just about all of their events. Occasionally they hand out Professional as well, but generally to more focused groups; I got my (first) copy of Professional through Dreamspark, then another through my university, and a third from a user's group meeting where somebody from Microsoft spoke. What with all the VS, Windows, and SQL Server discs, I'm getting to the point where I could shingle my house in Microsoft freebies...
  13. Quote:With all said and done, if you want mundo money, and don't have lots of baggage (spouse+kids), and love spending a lot of time at work. Go for it, get a degree, make your way in life and (maybe) settle down in the far future. If you value your friends and family time more then having lots of money .. then no, find a job you are satisfied with and settle down ;)This is a false dichotomy. Plenty of people settle down within a year or two of graduating from post-secondary education and do fine.
  14. Quote:Original post by Ravyne Actually, a ring-buffer would be a better data structure, as it will avoid all the extraneous object construction/destruction that a push onto a "full" deque will. I'm not sure if .net provides one, but it would be pretty trivial to implement one on top of an array.How do you figure? You still have to create the objects to place into a ring buffer and destroy (or, rather, garbage-collect) the old ones. You're just shifting how they're being stored. I don't see any significant performance benefits coming from using a ring buffer, so long as you set the deque's capacity to be more than [history size + 1].
  15. Quote:Original post by NathanRunge If you manage to release a couple of SUCCESSFUL and HIGH QUALITY independent games that may be considered a better reflection on your ability. Keeping in mind "Hobo Beat-Up 3" does not really qualify you for a games job.In a lot of places, that still won't get you past the HR degree filter.