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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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Then again...

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Stephen R

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... I'm not sure if this whole marching cubes thing is the best way to go about things. I want a situation where the players avatar is standing on a 'platform', and can pull a piece of ground in front up them up to form a protective shield. Or raise the ground they are standing on to be able to jump to a higher ledge, or lower the ground etc... And while marching squares can easily generate the outline of these regions, considering the fact that I want to add sides to these regions, sides that aren't of uniform depth, there might be nicer ways to do this. Especially considering how much geometry would have to be sent to the card.

At the moment I'm thinking of a traditional height map stored in a texture, using the vertex shader to displace the mesh vertices and calculate normals. Combine this with some clever texturing and it might result in rather nice looking stuff. No idea how expensive it is to send a new texture to the card every frame though. Experiments will show how good an idea this is.

The thing about this is how I represent it logically. Probably in much the same way. How I manipulate it should be interesting...

As an aside, writing all this stuff down really helps you find the holes in things. At the beginning of writing this post I had planned on writing about a VERY different idea, but it turned out to be just silly.

I would really hope to have more screens soon. And a name. It's not a game if it doesn't have a name. [smile]

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I remember you from yesteryear, back when you were called stro.

I also remember playing that nice little jailbreak game you and your friend made [smile].
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Ah, yesteryear. It's nice to be remembered, and thanks - I'm still rather proud of that one [smile]
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