Examples of good in-game tutorials [closed] - language-agnostic

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I am thinking about how users can learn to perform complex tasks in programs and wonder if I can learn something from computer games.
What games do you think have good in-game tutorials to teach the player how to play?
Are there other good ways to teach the user how to perform tasks?
I would also like to know if you think that in-game tutorials are a bad idea, provided that you have a reason.
Note: I am not looking for tutorials on implementing games.

I have been a tester and a producer for EA mobile in the last 3 years and about 1 year and a half ago I was wondering the same thing. Looking at what it is on the market now I would recommend WoW because:
1) About 3/4 of the game is easy enough not to get you bored as a new player and not to get you killed. The rest of 1/4 is more lethal.
2) Since the first level until the last (level 85 at the moment) on every level the user receives something (either a talent point or a new ability).
3) The advanced aspects (such as Glyphs which help you customize your spells) are received 3 times during the leveling process.
4) The whole leveling requires a bit over a month for a new casual player. After 1 month of mind-numbing killing the user considers that experience worth-wile because he is so close on being good according to his standards (so close of getting in a guild, of receiving some good items, of buying an expensive mount, pvp etc).
Proper implementations:
1) No user wants to watch a 10 minutes video of a tutorial regardless of his task/game. In games at lest the best way is to have short films of about 3-10 seconds in which you show him what to do with it. After that the user is put in the situation of doing it.
The best mathematics scheme I came up with, but I did not manage to implement yet, was to divide the basic movements of the game or program tasks in 3 short films let's say (movement, attack, equipping items). As those 3 are completed 1 by 1 the user is requested to perform 2 intermediary tasks (move+attack and attack+equip or move+equip depends on what you game is based on). At the end he will be introduced to a simulated danger scenario (a boss or a data loss) at the end of which loot (bonus) will be involved.
2) The user needs to be able to skip the tutorial. Regardless of how much you have worked to implement your tutorial I may not be interested at the moment, but after 30 minutes of action I will restart the game just for your tutorial and intro film because is worth it.

My favorite tutorial is the Left 4 Dead intro video. (It might not be the "in-game" you mean.) It teaches you about the story and the game mechanics without even knowing that you are being taught. This article explains their reasoning.
This style might not work for explaining how to use accounting software, but making a video showing how people are using your software to solve a problem might be more immersive than a "Click here, then here" video. If it involves zombies, even better.

In-game tutorials are great in some games. The most important thing however is that it is possible to skip them, if you dont want them.
I normally skip tutorials and I really hate when the game forces me to do them. It would be even more irritating in a normal program.
In programs I think video-tutorials are the most effective. But it is important, that they are not too long, and that you only learn what you want to.

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Which is framework is better for RAD - Corona, Actionscript, HTML5, Unity or Marmalade? [closed]

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Closed 9 years ago.
Before you condemn this as subjective, consider that there are differences between different frameworks. Writing something with PHP, I assume, is probably a lot less verbose and thus time consuming and expensive than writing it in binary. While the differences may not be as pronounced between the title options, I think there probably are significant differences which can result in, for example, a DoodleJump-type app taking more or less time to code in each.
Although there are other factors involved in choosing a framework, I'm just asking which one requires the least amount of coding and thus time and expense for equally skilled developers to accomplish the same thing (conjuring DoodleJump physics, a basic TicTacToe game, creating a UI, whatever). I'd appreciate links to sources if you have them, as well as direct experience comparing the verbosity of one or more in accomplishing the same task.
I'd most like to get an idea of how Flash and HTML5 compare to Corona (in terms of development time), but I'm also curious about the others.
Well you should seriously rephrase the question. It looks like subjective.
I'll just give my experience with all these tools.
Disclaimer:- The following review is my own personal opinion and involves my personal experience. You might have different opinion.
Marmalade
While I've used marmalade for most of my deployed projects, I've never used their RAD tool quick for any serious development. I was asked to try it out by remaking one of our deployed game. I was really impressed with it's quickness and less-verbosity. Although it was only for 2D and I recommended it's use over normal marmalade for all our 2D games. Unfortunately, we never made any 2D games after that. The benefit was that it comes preloaded with box2D and Cocos-2Dx and still supports C++ libraries. Didn't try EDK with it yet, but it should support that too. The con (for me) was I had to learn luascript for that.
Flash
Well I am not a flash expert here, but I tried it on two of our deployed game and it was a good one. Although it was too limited in what it seemed to have. We had to Re-code one of these games in marmlade, just to support some 3D elements, which were not possible to do in flash(at least for me). Flash was too verbose and too confusing for me, since we don't know where the actual script is attached. I guess it must have happened with all programmers who tried flash after trying any other tool, like marmalade. It just confuse you.
Unity
Well it was much much better than Flash, and is actually a well written game engine. Although it might cost a fortune for Indie developers, but still it's worth it. I've been using it for almost 4-5 months and I already started liking it over any other engine. It's easy to learn and too less verbose. You just need to drag and drop and attach the script to the gameobjects.(Not really that simple actually). No need to worry about Physics engine, no worries about plugins(since most of the plugins are already avaialable). And you can do 3D in that too.
Never tried Corona and HTML5 for any development project, so can't have a say in that.

Where can I find good tutorials on writing audio DSP filters (lowpass, etc)? [closed]

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I've recently become very interested in learning how to implement various audio filters in AS3. By intuitive guessing (and inspired by capacitors), I've managed to create what seems to be a 1st order high-pass filter, but I have no idea how to set its frequency (or Q) in a controlled way.
So I'd like to learn how to write parametric 2nd/4th order low-pass, hi-pass, bandpass filters from scratch. And I'm not very mathsy. Any practical, straightforward tutorials or textbooks out there which could help with this?
Partial credit for readable source code (in as3/c,etc), in lieu of a tutorial... (!)
Edit:
Found a great site, www.musicdsp.org, with heaps of awesome code snippets, mostly in c/c++.
The link you really want from MusicDSP is http://www.musicdsp.org/files/Audio-EQ-Cookbook.txt
I also recommend getting Lyon's Understanding Digital Signal Processing. I am a bit biased, though, since I was a reviewer for the second edition (but I think a third edition came out recently).
Also check out Digital Audio Signal Processing and DAFX:Digital Audio Effects, both by Udo Zölzer.
This is a great book to start with, especially considering that the entire text is online for free:
Introduction To Digital Filters With Audio Applications
Here are a couple links from the book that will probably help the most with understanding/applying the Audio EQ Cookbook that MPD posted: The BiQuad Section,
Biquad Software Implementations
In addition to the great books and resources that others have mentioned, I also recommend some experimentation.
DSP is really a form of applied math. But if you are not the "mathsy" type, one thing you can do is write lots of unit tests for your filters. Feed your filters impulses, step functions, long sine waves at various frequencies, frequency sweeps, etc., and see what comes out the other end, what the filter actually does to these different types of signals. You can experimentally test formulas that might seem fairly opaque (at first) to you.
I've just started reading MIT's The Audio Programming Book. I can't vouch for it yet, but it may be of interest.
There is no substitute for good text books on the subject of DSP. A classic is Hal Chamberlin's "Musical Applications of Microprocessors". See my answer to Where can I find low level Sound Programming Theory Tutorials for links to this and a couple of other useful books which are oriented more towards practical applications of DSP rather than the usual undergraduate DSP books which lean more towards theory.
Also, an excellent course of university lectures here, which take you from the basics of dsp. https://ccrma.stanford.edu/~jos/filters/
Another really great book that also is available online for free is the DSP Guide. It goes all the way from sampling theory to designing filters with arbitrary frequency response (and tons of other stuff). It's also written in a very clear way with good examples including example code to understand the concepts.

Why there isn’t any open source alternative to big commercial games out there? [closed]

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I’m thinking of all type of game categories. My experience is that there aren’t any open source games that really challenge the commercial ones, considered game value, graphics, sounds etc.
Apart from the obvious answer of law-suits (remember the Aliens mod that received cease-and-desist letters), the other answer is cost. It takes hundreds of people to create a game like Civ 5 (artists, managers, programmers) and the cost is immense. These people are working on it for 5 days a week, 7.4 hours per day (more towards milestones) and open source alternatives are done in spare time around real jobs (not that game coding isn't a real job).
For a good open source game take a look at FreeCiv.
Several reasons come to mind:
It takes dozens if not hundreds of contributors over several years to create a major game title. An open source project of this magnitude would need lots of followers who are prepared to stick with it for a very long time. It would also require some people who are willing to coordinate the other developers (producers).
The replay value of a game is limited. Most people just play it through once and then move on to the next title. This differs it from an open source application or library which is always useful as long as you depend on it. This probably makes it much more difficult to find long-term commited developers.
I can't think of any business model related to open source games. Nobody would pay for support or much needed changes in the source code. Nor is there any agenda that bigger companies might be able to fulfill by funding an open source game project.
Contrary to popular belief, making games is not per se more fun than making applications (At least not for me, I've tried both).
It takes about eighty people working more than full time for two years to make a major game. (Some take more -- Assassin's Creed 2 was about 130, I think -- some take less.) These people must be real experts at what they do, and you need a lot of diverse skills: programmers, artists, writers, actors, sound designers, level designers, producers, QA.
Let's say you want to make a world-class game that competes with the chart-toppers on graphics, art, sound, design, the whole deal. You need world-class people doing this work: for example, animators who would otherwise be working full-time at Pixar or Weta. To get someone to work for you full-time instead of going to Pixar, you're going to need to pay them, a lot.
A game isn't the sort of thing where you can take what would be 40 hours of work for one person and spread it across one hour of work for forty people. It takes a lot of arduous, unfun work. It's not just programming the graphics engine -- it's testing the same broken thing over and over and over again, fixing a bug that appears only on a Windows Vista machine running a particular ATI card, painting bumpmaps onto fifty slightly different kinds of crate. Volunteer hobbyists tend to "scratch their own itch", do the thing that's interesting to them and leave it to someone else to polish.
It takes a lot of capital to make a game. You need a high-end workstation for each dev, sometimes two. Big screens. Fancy tablets for the artists. Maya licenses (there's no open source tool even remotely comparable). Are you making a console game? The development kits are $10k apiece. Doing motion capture? $500 an hour to rent the studio. Hiring voice actors? SAG scale starts at $800 per day. Having Some Guy From The Forums perform the roles just won't get a professional result. Plus electricity for all this, a building to put it in.
It's expensive, and it takes a lot of very specialized expertise, working for a long time even when they're tired and stressed and don't really agree with the Creative Vision, but need to finish the job anyway. You're going to have a hard time convincing really talented people to do that for free.
In addition to the other answers, a vital factor might be the requirement of expertise. Open source contains people mostly from developer/programmer/sysadmin realm. But only developer is not sufficient to build a game. You also need artist, sound engineer etc. For example, as a developer you can spend your free time to code game, but you can not create 3D models, as that is not your part of expertise.
Some possible reasons
The market is to fast. Graphics which is now good is in 2 years old and boring. So you have to finish a game very fast.
Its easier to make a mod to a game and there is already a community, so people do that more often (and its way easier to do).
The costs are huge. Its hard to find qualified people. Good game engines license costs a lot.
The organization is very hard.
There are a lot of project which are from people who don't know how to do it. So its hard to find a good project which could have success.
There are some, but they are rare: OpenTTD and early ID games come to mind.
But, seeing as the biggest investment is in the content and tools there's no reason the code couldn't be open source without affecting revenue. In fact, as OpenTTD has shown, it can extend the life of product with patches and improvements created by the community. Of course, you need a good game to start with.
While I generally agree with the sentiment, which is basically until you see open source movies, you are unlikely to see open source games with that production quality comparable to some of the major ones.
However, that said, there are some beautiful open source games. OpenTTD and Simutrans are mentioned - which are quite retro. For some more modern gameplay, check out stuff like Tremulous and Nexiuz.
Now that EA are cannibalizing and dumbing down the Simcity franchise, I'd love an open source offering to mop up and dominate the genre. SC4 was brilliant and unique, but needs some modernization in graphics, stability fixes, and easier community interaction for updating/extending the building types or city ordinances. LinCity does not yet have anything on SC4, and sadly SC5 plays more like the bad bits of LinCity than SC4.

Transition from business to game programming [closed]

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Does anyone have any idea how it would be possible to transition from business to game programming? How would anyone get a start in game programming? It seems much more exciting and rewarding (better paying too?). But it seems like most of the jobs out of school are for business programming. Any advice or insight on how to do it or if it can be done?
This is not a direct answer to your question, "How can I transition?" But instead I'd like to recommend you not go down that road or at least be realistic about what it is like. To back that up I'll quote some stats from the 2004 igda survey on quality of life for game developers:
34.3% of developers expect to leave the industry within 5 years, and
51.2% within 10 years.
Only 3.4% said that their coworkers averaged 10 or
more years of experience.
Crunch time
is omnipresent, during which
respondents work 65 to 80 hours a
week (35.2%). The average crunch work
week exceeds 80 hours (13%). Overtime
is often uncompensated (46.8%).
44%
of developers claim they could use
more people or special skills on
their projects.
Spouses are likely to
respond that "You work too much..."
(61.5%); "You are always stressed
out." (43.5%); "You don't make enough
money." (35.6%).
Contrary to
expectations, more people said that
games were only one of many career
options for them (34%) than said
games were their only choice (32%).
Many years ago I created a couple of game development websites on my own and then was one of the founders of GameDev.net. One of the reasons I did it was to make contacts and get into game development professionally. It definitely worked, a couple of the people who were co-founders have gone on to work in the industry and I'm sure I could have gone that way too but everything I learned about the industry taught me the following things:
There is an endless supply of developers out there who believe game development would be really cool. The people hiring for the industry know this and aren't going to pay you nearly as well because they rely on this basically inexhaustible pool of people.
Many of the developers within the industry may be good with 3D or sound or many other topics but often they are inexperienced with basic software practices that you or I might consider essential. In that category I would put things like source control, test first design, design patterns, etc. Even when they know better the time crunch to get stuff out the door often makes them toss good software practices in a foolish attempt to save time.
Working on a game for two years can quickly become no different than working on any other program for two years. That is, when you have to dig around in the guts of the program day after day and deal with its bugs and only with that one game it's not going to seem all that fun anymore. In fact, you may find yourself playing other games just to get away from it for a while.
What says you are going to be working on Half-Life X or one of the few dozen cool games that come out every year anyway? Remember, somebody is out there building the game that goes with the next Will Farrell movie and it's probably going to be you. Look around at most of the dreck that comes out. That stuff doesn't develop itself.
It's quite a transition! The biggest difference in mindset is moving away from the business world's reliance on abstraction to one where you're focused much more on the particular hardware you're targeting and getting things to run within strict budgets of time and memory. Game programming is a lot more like embedded programming than it is like web programming -- you have to think about the exact memory footprint of everything and CPU time is at a huge premium.
This is even true of being an MMO server programmer, because a) the server has to answer to each client command within 80 milliseconds to feel responsive, and b) the bigger the footprint of the game on the server, the more hardware you have to buy, and that costs real money.
First up you should learn C++ if you haven't already. Almost every game is written in C or C++ these days. Game consoles have strictly limited memory, and if you allocate one byte past 512mb it doesn't slow down, it crashes; at the same time, each trip through the main app loop has to complete in 33ms or less, so we can't rely on garbage collection and smart pointers. The game-development world is one of those special applications where you really need to do all those optimizations that people here say you never need to do any more.
Also, bone up on your math. Games are built out of linear algebra and kinematics -- not just the graphics, but the state of the world and the behavior of every character and object. I like Eric Lengyel's book for game math; it's been my bible for years (though there are many other good ones).
You could try to learn some graphics math and programming as well, but this is sort of a subspecialty now and typically only a couple of people on a game team are really working at the level of DirectX calls. I suspect you're more interested in game logic and server backend, which is less specialized.
Make games. There are many frameworks to help you get started. XNA has the advantage of being a real-world product that actual games are shipped with, unlike PyGame or SDL which are quick to get up and running but have vanishingly little commercial support.
A common route people take transitioning into the game industry is starting as a game development team's Tools Developer.
These tools are often written in higher level languages like C# and are used to aid in the development of the games. For example, you might help maintain or modify the teams in-house map level editor or help develop the tools that convert one media file format into their propriatary file format.
After you have spent some time as a tools developer you can start picking up domain knowledge on the side and naturally transition into one of the many types of game programmers:
Game physics programmer
Artificial intelligence programmer
Graphics programmer
Sound programmer
Gameplay programmer
Scripter
UI programmer
Input programmer
Network programmer
Game tools programmer
Porting programmer
Technology programmer
Lead game programmer
Modern games are often made by huge and highly fractionated teams in terms of roles. So, it might be worth it to pick one of the above specialities and begin studying right away as you attempt to get your foot in the door. It almost goes without saying that you should be proficient in C++ and one of the major graphics libraries (OpenGL, DirectX, etc). Don't stress about learning both, just pick one and learn it. Generally people who know one very well can transition to the other if they need to.
If you're a good programmer you can do it, game programming requires much better understanding of the platforms and tools you use to develop the games.
I think it's much harder to get into the game programming industry than just the regular industry.
The best alternative is to create your own games, get exposure, if you're good enough you'll find your way.
There are many really good competitors though, just check out the many sites that offer free flash games, you can start posting your work to those sites.
The general story is that the way to get into game programming is to start doing it. There's no point in even showing up on a game company's doorstep without a demo of whatever you want them to pay you to do.
If you're coming out of business programming, that'll count against you and be a culture shock besides. The game industry runs on single 20-something males who can be taught that 120-hour work weeks are just how things are done.
I'd recommend keeping your current job for a while and finding a mod team or open source game that could use help. Try to find one that looks likely to create a playable game rather than vanish, at a guess I'd say it will look better on your resume than some test demos both because you'll probably be working on something more advanced than you would at home and it shows you can work in a games team.
I was wondering the same thing!
I've noticed there are a number of good game-programming books at Barnes & Nobles, probably not a bad place to start.
In general though, I'd start looking at books, maybe coding some prototypes, and start looking at what companies are in your area, what tools they use, how you could basically make yourself valuable to them!
By the way, does anyone happen to know if there are particular engines similar to what WOW / Guild Wars are using for MMORPG game development in particular (my main interest)?
I think it is not an easy switch. Game programming is not something you can learn overnight. I suspect an entry level will be quite high if you want more than a graduate salary.
A long time ago I worked in a company that worked in the online gambling field. I then decided I wanted to be engaged in more serious activities.
You really need to answer one question - is that what you want because you like it or just because it seems to be rewarding right now. In the latter case you'll need to understand you'll be plating catch-up and noone can promise the salaries will be as high as you wish by the time you get your skills high.
Maybe consider some certifications/training so that you can step-up your current career position in business programming?
If however it is what you really want then just follow you heart. Show your interest and commitment, potential employers will notice it and hopefully prefer you over a guy who has applied just because the salary was looking attractive.
On the other hand, businees developers/consultants (for example in SAP world) earn quite a generous ransom.

Rewarding code projects for *complete* beginners [closed]

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Courses for people who are being introduced to programming very often include a code project, which I think is a nice way to learn. However, such projects often feel too artificial, and are thus not very rewarding to work on.
What are your ideas of rewarding code projects? (Preferably easy to begin, and extendable at will for the more advanced!).
Edit:
#Mark: thanks for the link, though I'm more interested in projects for people who are completely new to programming (the link seems to refer more to people who are already proficient in at least one language, and trying to learn a new one -the typical SO audience I'd say :) -).
#Kevin, Vaibhav, gary: I was thinking of people who are learning programming through one language, so at the beginning of the course some don't know anything about control structures (and even less about any kind of syntax). However, I was thinking in quite a large project (typically in the 1k-10k lines of code range, possibly in groups of 2 or 3 students). This is what was done at my school for the complete beginners, and it sure seemed to work for them... except that most of them found their projects quite boring to work on!
As has been stated a few times, what you are trying to teach the beginner is very important to the project.
My advice to you for planning something like this:
1) Avoid making a computer game
A computer game, while fun to build, doesn't reward the programmer with results early on (it's very complex). You want to concentrate on small but useful application programs, such as a Port Scanner. The example there is a little complex, but it's one of the best learning projects I've seen on the web.
2) Teach graphics early
It's rewarding to see the fruits of your labors early on, and it motivates you to go further. Whether you're using WinForms, MFC or the Win32 API, OpenGL or DirectX, teach it early.
3) Many small lessons with in depth information
This principle is followed by the above linked Port Scanner project, and it works well. Teach each part thoroughly, and give time for the beginner to absorb the lesson. I think that ZophusX had a good format for giving the information. It's too bad he's mostly abandoned his site.
4) It takes time
Don't rush things. Nobody becomes a stellar programmer in a few weeks. Try and make the lessons simple, but engaging, and keep building from your previous lessons.
5) Get feedback early and often
You might think a project is incredibly interesting, or a particular lesson or such, but you aren't the one learning. Your student(s) will greatly appreciate it when you ask them early on how things are going, and what they'd like to know more about. Be flexible enough that you can accomodate some of those requests.
6) Have fun teaching
Have fun. Passion is contagious, and if your student(s) see how much you enjoy the subject matter, some of that enthusiasm will rub off on them as well.
I hope that helps!
Some good rewarding projects, in terms of what you can learn and which are quite scalable in terms of complexity, features are:
Games
A travel and transportation reservation/booking system
Encyclopedia or a Dictionary of terms, articles
Conversion Calculators (Currency, Units, etc.)
The key is to pick a project simple enough, so that some of its features are immediately apparent, when you look at the project title. And when really given a thought, will reveal more features that you can add to it.
The project should have enough difficulty to so that its features seem just beyond the beginner's reach, thereby motivating him to learn something new all the time.
If you are training new people in your company, then attaching them as intern resources on a live project is very rewarding.
This increases the work load of the main developers a little (because they have to review all the work that the intern does), but goes a long way in terms of training and development of the person.
I do think that games and puzzles are a good place to start as they can give great scope for developing more complex versions. For example a tic-tac-toe program can be built as a simple command line program initially that lets two players play the game.
This step can be used to show how a simple data structure or array can represent the game board, simple input to get user commands/moves, simple output to display the game board and prompts etc. Then you can start showing how an algorithm can be used to allow player vs computer mode. I like the simple magic square math algorithm for tic-tac-toe as it's based on very simple math. After this the sky's the limit, UI improvements, using file I/O to load and save games, more advanced algorithms to get the computer to play better etc. More complex and satisfying games can still be produced using text mode or simple graphics.
I've used the Sokoban game as a means of showing lots of techniques over the years.
The simplest game I've used is a number list reversing game. This involves a mixed up list of numbers from 1-9. The player can specify a number of digits to reverse on the left of the list. The aim is to get the list sorted. This is great for absolute beginners. Each little part of the game can be written and tested separately.
It really depends on what you're trying to teach the beginner. If you're trying to teach syntax, then simple "Hello World" programs and ones that spit out every odd number between 1 and 100 are fine to get them started. If you're trying to teach data structures, then maybe something like a 20 questions game or some simple sorting program. If you're trying to teach recursion, then maybe a breadth first search program. If you're trying to teach database manipulation, then something like a order tracking system would be appropriate.
Take a look at code examples in the book Python Programming for the Absolute Beginner
Text Adventure.
It's a console app
You'll need to do some useful things, hold inventory, map and room state and parse input
It's fun and you can give it to others to play! :D