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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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On a physics fix!

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Burning Hand

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So I've been getting out in the creative side of the forum and been getting some really good feed back, I'm really happy to see that. Thank you guys. :)

Some of my plot ideas are coming together, more on that later in the writing forum when its a bit more firm. Been having a great discussion in Prinz Eugn's journal about realistic limitations of weapons and sensors on spacecraft. Very stimulating stuff and it currently has me plowing through a physics junky fix searching for the key to faster that light travel. So far I have two windows each full of tabs open. One is a huge amount of spaceship art, and the other is a Wikipedia walk through mad scientist physics.

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I did some research on "faster" than light speed travel a while back, and there are a few ways it's theoretically possible, good luck with your research.
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I've yet to find one I'm happy with. Warpdrives don't make sense. I think fuxin' with the vacuum energy to change the speed of light is the only way.
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One way would to have an object within the ship move forward within the ship, as the ship reaches light speed, the item could then propel itself from within, this would allow it to move faster that light speed, but because this is "impossible" the theory is time would slow down to allow the object and the spacecraft to move faster than light speed, but this really is only effective in situations like trains and subways type system, since it has to have a portion your in to be propelled inside of something on a predetermined path.
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Or you could settle with the idea of using negative energy to contract space in front of you and expand space behind you, thought that might be the same science behind a warp drive.
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It is, it also is often ignored by popular sci-fi that doing that doesn't keep you from experiencing time dilation, its just a way to move fast enough that it matters. Time dilation will always occur if the speed you crossed a given space is fast enough. Doesn't matter if you make the space stretch or shrink, its still a given amount of space. Only way around it is to either change the speed of light so you can go faster, or not cross the space at all. That second one would be referring to worm holes. Great for a distance but doesn't solve how to have a big fire fight in space without moving like slugs.
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