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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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Slowmo! Stamina! Sprint! Socialism! What?

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S[font=arial,helvetica,sans-serif]tamina and Sprint[/font]

[font=arial,helvetica,sans-serif]I finally realized that speed is perhaps the most important resource in a Parkour game. Up until now, Lemma hasn't really understood the concept of "faster" and "slower"; you were always going the same speed. Acceleration from a dead stop was almost instantaneous and the Parkour moves didn't change your speed (with the exception of wall-running).[/font]

[font=arial,helvetica,sans-serif]With this in mind, I decreased the acceleration a lot and made all the moves preserve your momentum. To make a longer jump, you'll need a running start. I also put in some simple combos. For example, doing a roll immediately followed by a jump lets you jump a lot farther.[/font]

[font=arial,helvetica,sans-serif]This is where the new sprint ability comes in. Not only does it make you run faster, it also makes every other move more powerful as well. At the moment, you can sprint for about 15 seconds before depleting your stamina. Without sprinting, stamina lasts about 10 minutes. Stamina is recharged by collecting energy pickups that respawn throughout the levels.[/font]

[font=arial,helvetica,sans-serif]Here's a screenshot of the stamina meter and some energy pickups. The edges of the meter turn red when sprinting.[/font]



[font=arial,helvetica,sans-serif]I'm calling this "slowmo", but there's a lot more to it. This is a new experiment that tries to encourage "flow" by predicting where you will be in a few seconds and building blocks there to help you.[/font]

[font=arial,helvetica,sans-serif]Here's how it works. While mid-air, you hold Shift. The game goes into slow motion and presents you several options in the form of transparent blocks. (Note that slowmo burns stamina almost as fast as sprinting). You release Shift to speed everything back up. Then, if you perform a Parkour move on a transparent block, the block becomes solid (at the cost of more stamina).[/font]


[font=arial,helvetica,sans-serif]Screenshots and text don't do it justice, but I don't have time yet to make a video. Sorry![/font]

[font=arial,helvetica,sans-serif]This may or may not make it into the final version, but so far it seems to work pretty well. I'll keep polishing it this week and start working on all these enemies I keep promising. I did a ton of other work this week too, but it's mostly boring under-the-hood stuff. I'll let you know when more cool stuff surfaces. Thanks for reading![/font]

[font=arial,helvetica,sans-serif]Mirrored on my blog[/font]

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Honestly I think the slowmo concept is really neat. It's essentially "that one thing" that will make your game stand out...

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