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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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Another Goblinson Crusoe video

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Yesterday, I implemented the fade transitions between combat mode and travel mode. The transitions are performed by way of a special state context. A state context represents a gameplay state, and implements the functions handleEvent, render, renderUI, updateLogic and addFrameTime. The two main state contexts are currently Travel Mode and Combat Mode, but I implemented the mode change as a special context that does not handle input or logic, only addFrameTime to fade out from one level and fade back in to another.

I was dinking around last night with Cam Studio and VirtualDub and I took this crude video of the new GC in action. It's choppy, so you can't really see the smooth camera switches, since I suck at making videos. The video is just a minute or two of current GC gameplay. It begins in Travel mode (at the moment only distinguishable as that mode with no UI or trees or anything but dirt and mountains) then a few seconds in I hit the magic key to generate a combat map and it fades to the combat map where there are 2 player controlled units and 4 really, really stupid AI units. A couple turns of combat are shown, after which I hit the magic button again (in the real version, escaping from combat won't be quite that easy) and return to Travel mode.

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Fraps is the best video capture tool i've found. I then down-sample with VLC to get it to the size i need. I would recommend this setup :) Otherwise looking cool so far :D

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When you are looking for a free alternative for fraps, take a look at [url="http://sourceforge.net/projects/taksi/"]taski[/url], it is open source, really easy to use and really good. Best to use it in combination with 264 codec.

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I'd recomend the MSI Afterburner beta for video recording. You can get it for free from here: http://event.msi.com/vga/afterburner/download.htm
Uses your graphics hardware to capture and encode the video directly.

Works fine with non MSI cards.
Probably the best free video capturing software I've found to date.

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