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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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Pee Oh Vee

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Yet another productive day in hackerspace. We're opening 3rd room, as there are plenty new people coming. The walls need to be scraped, the thrash needs to be cleaned, the floor needs to be laid etc. Good thing I wore black blouse and pants today <_<.

Apart from that, I fixed my PSP's thumbstick, which was stuck in off-center position, making killing those Nargacugas in Monster Hunter Freedom Unite horribly hard ( you want to block? tough luck, your character chose this time to start moving. Suddenly, black jumpy death. Now that I fixed it, I'll be able to play MH some more :)

What else? I've continued working on the POV. Obviously to get some kind of cool effects, I'll need some controller. I decided on atmega8 chip. To program one, I'll need a programmer. I used the design from http://thomaspfeifer.net/atmel_usb_programmer.htm . After some time ( and two borked attempts - one using the wrong side, one that didn't copy properly ), I got this sweet sweet thing:


I was ready to create an atmega programmer, but, well, my friend didn't have his programmer. And without a programmer you can't create your own. What do you compile a compiler with? He'll be bringing his sometimes in the weekend, and I'll buy necessary parts on a local electronic carboot sale.

But that didn't stop me: after all, my goal for today wasn't some fancy effect, but rather getting the LEDs to properly display while rotating. And holy shit, I've done it!


Yaaaay! Obviously the picture isn't as pretty as it was when it was running, and there were some problems with continuous display, but for a prototype I'm more than satisfied. To save the copper on the place where brush was running ( as you can see in my previous post ), I've just put loads and loads of solder there - if it'll wear down, I'll just add more ;). But now that I have proof-of-concept version finished, I can start working on the real version. Design it properly, add some box and the controller.

It'll be GLORIOUS :D

See you soon!

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1 Comment

You actually only need an ATmega/tiny (and a few resistors) and an USB-TTL adapter to burn down an Arduino ISP Programmer to make it work. An updated version of this also works with slower SPI speeds, for use with clocks slower than ~400KHz - I have succesfully used it with a 32KHz (WDT-driven) ATmega328P. Note that this ISP programmer works as a general avr-isp, so, once burned onto the controller, you can use the programmer without Arduino. This is what I do to avoid buying a more expensive (and probably not much better) programmer. I just compile with avr-gcc (and set all the bells and whistles I like) and download using avrdude. Also, this option is cross-platform out-of-the-box.


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