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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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JTippetts

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[font="arial, verdana, tahoma, sans-serif"][size="2"]So this thing has got me hooked. I was just going to pop my head up, write a journal post or two about procedural generation, then disappear again, but I can't stop tinkering. Today, I got some minimal NPC AI going, just a shoe-horn of stuff I've put together before. Simple combat (no visuals yet, need to go back to Blender to do some combat anims), simple pathing (using Recast and Detour), some random patrolling, etc... I also started on the basics of a special effects system, putting together a couple cheesy poof-of-smoke effects to use as generic placeholders until "real" ones are done. I also started work on a resource harvesting system, allowing you to "poof" trees with some magic smoke and turn them into stacks of lumber. Can't pick 'em up yet, but they sit there all shiny and brown, tantalizing you with the thought of all the stuff you might be able to build with them later. Fires, fences, a stick to fight with, all that jazz.

A couple years ago, one of my abandoned projects was a top-down square-tile RPG called Archipelago; the root, incidentally, of my current island generation system. The game kinda sucked; top-down is just a hard perspective to make graphics that look okay for, so I dropped it. But the ideas I had for it have still been milling around in my head: a resource-driven survival hack-n-slash, where you have to rely on your wits and what meager materials you can scavenge in order to survive. What I have created here is, essentially, an "infinite archipelago." If you raft to the edge of the map, it generates a new one for the neighboring island, and you can go on like that fairly near indefinitely (double precision is the limit, baby).[/font]

I've also been putting together an ashlands/volcano tileset to generate some freshly vulcanized island groups, and I have a few tile-types put together that I might use in further sets, though before I go too far with new sets I do need to finish fleshing out what I have, particularly in the department of "doodads" to decorate with. Sticks, rocks, flowers, all that stuff. The tedious detail work that makes austere levels look far more inviting.

I've also been tweaking viewport size and scaling to get the best feel, and lately I've been running with the camera zoomed in just a tad further than it has been. It gives better detail, plus it gives a more intimate feel to the view of your surroundings. I think it makes the feeling of suspense a bit tighter, not being able to see as far. Plus you can see the crafty orange gleam in the goblin's eye.

Maybe it will go somewhere, maybe it won't, but right now I just love the almost exhilarating feeling of being excited about a project again, something that I've been lacking for awhile. Here are a couple more screenies, nothing all that new, but I just like to post the shinies.

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That goblin is well scary. Looks like the doll in Saw. Did you make that model?

Post another demo now it's interactive, pleeeeze.
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Yeah, I made it in Sculptris and Blender. Must admit I've never watched Saw, though. I'm working on getting a new build ready for upload. I broke some stuff this morning, so I have to iron out a few wrinkles. 
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