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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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Day 8 - Unity, Blender and Productivity Power Tools

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AlexSilR

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Mirrored from my blog (en, pt-br).

Day 8 was much more productive that this weekend (day 6 and 7). I read chapter 5 and 6 of the book Unity 3.x Game Development Essentials and watch more video lessons of Blender.

The chapter 5 did an introduction to collisions and implemented in three different ways the collision used to open the door of the station. The three forms are:

  • Resizing the box collider of the own door - The worst form in this situation, because the player is locked when collided with the collider, and how the collider is bigger that the door mesh, the player hangs on nothing.
  • Ray cast - Better than before, but still got the problem that the door only opens when the player is facing it.
  • Creating Another Box Collider and setting it for isTrigger - That was the best solution presented (assuming it works as if the door had a motion sensor) and that will stay the rest of the project. The door opens when the player comes close, not get stuck and do not need to be facing the door to open.


    tumblr_maw22r6MR71rxq0qy.jpg

    In Chapter 6 is implemented a simple logic to only open the door when a total of 4 power cells is collected by the player. Are also implemented several feedback to the player, such as:

    • Display messages.
    • Display at screen (HUD) how much is left of cells to "fill up all the energy." Is also placed a power generator on the door showing the same information as the screen.
    • A light above the door indicating whether locked or not (red and green).
    • Sounds when: get energy cells, trying to open the locked door.


      [media]
      [/media]

      I'm really enjoying the book, I think this week I can finish reading.

      As chapter 5 and 6 uses quite a lot of script, one thing I missed in Visual Studio was the autocomplete feature for (), [], {}, "" and so on. So I searched and found the Productivity Power Tools plugin, very good, I recommend.

      I'm also really enjoying the video lessons of Blender, even not creating something from start to finish each video introduces a new tool. When I get a more advanced stuff this overview will be cool. After finishing this video lesson I will take a look at Blender DVD Training 10 Venoms Lab 2 and I found a blog that appears to be very good! Blender Guru.

      [size=2]PS: Sorry for the bad english.

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