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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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Creating and deleting area chunks

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Servant of the Lord

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Making heavy progress, but still a ways out from actually meeting my milestone of walking around the game world. sad.png

Here's the scene where you can edit the areas at a 'chunk' level instead of at a 'tile' level. (Recap: Areas are made up of Chunks which are made up of 20 by 20 tile layers)

navigationwip3.png

Creation and deletion of chunks fully work, as does deleting rows and columns (I'm deleting a row in the screenshot above).
Copy+Pasting doesn't work yet, but the logic is already there. Inserting rows don't yet work either, but they should be a relatively simple addition since deleting rows do the opposite and are already working (it has to move all the chunks around - which really just renames their folder).

testingchunkcreation.png

navigationwip4.png

Each square will eventually show a mini-map of the chunk, instead of a solid color (remember that each one of those beige squares represent 20 by 20 tiles - though in this case, they're all empty). The red border on one chunk indicates that it's the 'origin' chunk - chunk (0,0) in the area. Anything within an 'area' is seamlessly loaded when moving around. Only teleporting between 'areas' causes loading, and even that takes less than a second (fade-out, fade-in, keep playing). The logic for moving between areas hasn't been added yet.

The panel with the colored buttons (which has actually changed a little since that screenshot with new buttons, see next screenshot) will eventually be moved into one of those side-tabs around the edges of the screen. Those tabs will be context-sensitive - whichever page you're on (Tile Editing, Gui Editing, Rect Editing, or Chunk Editing (this page)), it'll only show the tabs that are beneficial to that page.

Here's a full screenshot including the IDE:

fulldevelopmentshot.png

The last three or four days have been very productive. To compensate for this unfounded and unscheduled productivity, I have to take the next three days off to assist family members with some grunt work at their house.

Yes, grunt work! Apparently they didn't get the memo that I've spec-ed in programming, not weightlifting. Jokes partially aside, I've actually put a few points into construction and electrical work over the years, and can hold my own when it comes to Electrimagical Powered Tools like "+5 Crowbars of Prying" and stuff.

Hopefully I'll be able to continue making progress when I return.

I've started playing 'Superbrothers: Swords and Sworcery', so far I'm not impressed. I bet the iPad version is probably funner, but so far the (PC version) game just moves along too slowly for me.
Hopefully I get my Spyparty invite soon - I registered over a year ago dry.png.

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