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      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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Banner, Displacement Mapping, GUI

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Ashaman73

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Well, I'm back with some breaking news :) At last I've made a simple banner for this journal and added some screenshots, yeah !

We have finally finished the first GUI iteration. The visualisation of buttons, text, infos, items, icons, hud, minimap etc. has been settled down and I'm quite satisfied with the style we have choosen. The art is mostly down by my friend. Take a look at our screenshots to get an impression of the gui style.

My major interest in game programming is visualisation and I couldn't hold back to implement a little improvement while doing the GUI stuff. When you take a look at the screenshots you will , at least I hope, recognize that the walls are rendered with a displacement map. I've tested two techniques, parallax occlusion mapping and (relaxed) cone step mapping. The preprocessing of the cone step mapping is reallly slow, but you will need less steps for good final results. One issue with image based displacement mapping is that texture distortion is a no-go. It seems that I've to rework one or two cave models to get rid of this distortions.

After all the gui stuff I will go back to gameplay and try to de/refine it more. My goal for the next step is to tie up loose ends and get some gameplay done. That gameplay will be quite basic stuff, like killing mobs, leveling etc. Although this is quite basic stuff (we have other gameplay focuses) it is still hard because it consists of tieing up almost all subsystems to play together in harmony.

Stay tuned !




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Nice screens. The one with the stats book looks really good. [smile]

I'm guessing the meters up-left is health and mana/energy, right? What about the one up-middle? It it enemy health or something skill-related?

You could do with a bit more definition to the enemies, a color-scheme or some effect, to make them stand out better from the environment.
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Thanks for the feedback.

Quote:
Original post by Staffan E
I'm guessing the meters up-left is health and mana/energy, right? What about the one up-middle? It it enemy health or something skill-related?

You could do with a bit more definition to the enemies, a color-scheme or some effect, to make them stand out better from the environment.

Yep, the middle one is the health bar of the enemy. The enemies skins are proceduraly generated but the material and color scheme is quite dark. I've to play around with different skins and effects to lighten it up.
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