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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 Captain_Thunder

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  1. While I think that video games have a long way to go as an art form, I have run across some video game stories which I thought were of fairly high quality, so I would like to pose a question to the people who lean towards viewing game stories as superfluous: what types of story elements have you found in other mediums that are not currently present in games, and what types of elements would a game story have to incorporate in order to be comparable to novels, films, etc?
  2. Quote:Original post by aaron_ds I wrote a small Prolog interpreter in Ruby some months ago. Don't do it. Your dreams will be indescribable. Oh my God, I remember the Prolog dreams. I once had one where I went on a mission to create a set of predicates to completely describe all aspects of my life.
  3. Quote:Original post by LionMX For this thread, if your a game developer please share what you would consider your singlemost important piece of advice. Learn Lisp.
  4. Quote:Original post by Shimidly I have been wondering this same question for some time. In fact, I've spent some time going through iostream trying to see the nuts and bolts of how it works, but I can't seem to figure out what part of it calls the console, uses ASCII, and actually prints characters to the screen. The iostream functions themselves usually only take care of bookkeeping; they offload the real work to OS-specific functions (which in turn probably call other OS-specific functions, all the way down to the Assembly/Assembly-like-C level).
  5. Quote:Original post by cache_hit Quote:Original post by Sneftel Python is the best general-purpose programming language currently available. Hah! Someone apparently hasn't used Haskell ;-) You mean they haven't used Lisp. But that's alright, we all discover the Way in our own time...
  6. You can create web pages with javascript that will interact with a Wiimote whenever someone visits that page using the Wii web browser. Nintendo has a FAQ on some of the mechanics, and Opera has some code samples that you can look at (scroll down to the post with links to devfiles.opera.com).
  7. Quote:Original post by sizeak Excuse the long post, I'm now looking for how to get code tags to work on here :) Use [ source lang = "language name here" ] followed by a closing [ /source ] tag (minus the extraneous spaces around the brackets) to get a scrollbox for code.
  8. They're pretty much the same thing, in the sense that both are isolated pieces of code that can be reused across multiple projects. An engine might be a little more comprehensive; it might take care of all physics and graphics code, for example, while a library might only do one thing, like loading a specific file format. Also, never be embarrassed to ask a question. [smile]
  9. Quote:Original post by OrangyTang Quote:Original post by Antheus Quote:Original post by OrangyTang And from good tool support (although maybe you grouped that under middleware). IMHO, tool support isn't strictly needed. javascript, Python and Ruby on Rails are all example of it. javascript hasn't had a decent debugger for years, Python got hold in academia, where IDEs are considered blasphemy. True, you can get away without "big" tools like Eclipse and VS for languages which are looser with their types. But for strong, statically typed languages (which IMHO D falls under) you need a good IDE to be productive. Otherwise you waste huge amounts of time everytime you want to make even a trivial refactoring. Haskell and OCaml have much stronger type systems than C# and Java, but programmers regularly use those languages without specialized IDEs.
  10. Quote:Original post by MH6 Or you can do it in the code itself with either system("PAUSE"), which seems to be frowned upon It's frowned upon because it unnecessarily limits your code to running only on Windows/DOS; other systems won't have a PAUSE command (all system() does is execute a command as though you had typed it at the command line). Instead of double-clicking on your program, try running it from the command line, like command line programs are meant to be run; you'll have time to see your output then.
  11. Quote:Original post by DevFred Quote:Original post by Dolf I've been using C++ for quite some time now and I thought it might be handy to have some cross-language experience. May I suggest learning Haskell or Clojure then? D might be too similar to C++. I second both of those suggestions. Also consider picking up any of the other Lisp dialects, Smalltalk, Prolog, Forth, or APL - all of which will be quite mind-expanding for someone used to C++. Quote:Original post by ptroen Also when I see a sort in haskal when sort definitions have already been written I ask why reinvent the wheel(as I'm guilty of that myself). You were probably looking at a code sample meant to showcase the language, and that's what a code sample is; a short snippet showing how to accomplish a common task. The rationale behind showing people these samples is, if the language can replace 20 lines of C code with 2, think of what it could do to a codebase with hundreds of thousands of lines.
  12. This exact same thread came up in the Lounge a year or so ago. The best answer was, "the age of pr0n on demand."
  13. It's fine for IDLE to be at a different version than the Python interpreter itself; it's just an IDE, not something intrinsically tied to the language, so it's reasonable to expect it to develop at a different pace.
  14. When you're ready to start making a game, I'd recommend using SDL; it's an easy to use library that works on multiple platforms.
  15. Because no one seems to have mentioned it yet, I'd like to point the OP to the C++ FAQ Lite. It should be more than enough proof that C++ isn't the easiest language to learn.