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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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To Move or not to Move

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toddbluhm

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Post by Joel, Programmer at Demergo,[/font][/color]
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A critical element of any game that must be considered carefully when designing and developing is the movement and controls. The decision will affect every aspect of the game and the very feel of play. There are as many movement styles as there are game types. Ranging from the simple run-and-jump of a platformer to the head-scratchingly complicated schemes that allow precise control in flight simulators. In our case we chose a relatively simple setup that works off of lines. When the player drags from fixbot to a point on the screen a line is projected out in front of his finger that collides with walls and objects in that direction. When he releases his finger fixbot is rotated to a correct landing angle and moved through space to the new wall.[/font][/color]
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To handle the movement from the code side we use a modified version of the Cocos 2D engine's built-in movement and rotation actions. By starting from a pre-built engine we avoided a lot of the risk of redesigning the proverbial wheel. Of course even with the assistance Cocos was, it still didn't solve all the issues we had but luckily we were able to reuse a lot of the math work that we did for the surfaces in the level. In fact, the most difficult math came into play with adjusting player rotation after launching to a new surface. By dragging a line from the player to one of the level surfaces we calculate distance to the point of collision and once the player releases we launch them down that line until they land safely (or so they hope) on another surface. Getting the correct rotation required a healthy smattering of linear algebra and geometry but the less said about those dark times the better.[/font][/color]
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Because controls dictate how the player interacts with the game they color his entire experience and directly affect his enjoyment. It is therefore important to make sure that the control scheme chosen matches the goals for the game.[/font][/color]
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Reposted from Fixbot Blog[/font][/color]

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Sounds interesting, but did you try letting the player handle the rotation. If they get it wrong SMASH, fixbot breaks into bits :-) Maybe another mode of play !!
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@Lee Strip I think if I gave Joel another thing to change on his movment code he would kill me. ;) Your idea sounds awesome! Sounds like you have the start of your own game there. :D
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