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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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Vvvvvroooommmmm!(translation: I has new gameplay videos!)

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So...I've been working on Hyperdrive the last weeks during my free time(from job and university), and progress has been good I think. Not that I still don't have a ton of things to implement(including multiplayer), and of course also to polish and "juice" the game up, but we're definately on the right track smile.png

I hope all art content will be ready relatively soon, so we can ship the game for Android,iOS and Ouya at least during this summer. As far as a PC release goes, we've been having our doubts, since the game technical department(mainly graphics, which, let's face it, are not exactly current-gen) will be of course judged more harshly on such a platform, and negative reviews might impact the success of the game on mobiles too. I guess one option is to release for mobile&tablets first, and see how it goes from there. If it has any success that provides enough funds, I could start working on an "HD" version of it, with higher-quality art and of course much more gfx than the mobiles, since on the PC I can add tons of new things, from effects(like dynamic lighting, parallax mapping,reflections,water,SSAO,God Rays,motion blur) to more detailed terrains,vegetation,more intricate particle effects, weather, more moving objects in the background(say helicopters and jets flying around in our War-Torn City map). OTOH, even if we don't get much attention, I'll at least have a finished and shipped game under my belt...granted a small indie game for mobiles, but still smile.png

I have pretty much settled on what the gameplay is going to be like. Basically, each vehicle will have an "Energy" bar, that can be spent during the race by using various weapons and devices/powerups, say plasma rifles, turbo boost, shield, missiles, mines, invisibility, autopilot and much more, each depleting a specific amount of energy. Those will be purchased in the shop with credits that the player earns when completing races/challenges. Before each race, he can assign the weapons/powerups of his choosing to 4 slots(aka buttons) and play the race using those. Of course, there will be energy cubes in the track that the player can pick up to restore energy. I think this scheme gives a nice freedom to the player to choose how he wants to race, and also adds a tactical element to it. The "main" mode will be the "Career", with your opponents each having their own portrait, personality and backstory which will unfold as the game progresses. And of course let's not forget the 3 Bosses with their very own special monster racers that you'll eventually have to defeat!

Anyway, here are 2 relatively new gameplay videos I've recorded...you'll notice of course some glitches, but those are still mostly test tracks. Soon though we're gonna start making the levels/tracks that will actually be in the game, which will be of course more interesting and..."crazy"(for example, just yesterday I implemented a Jump Pad that is pretty fun!). Also note that the vehicles depicted on those videos will NOT be the ones that will be used in the game, they're just stock art I purchased some time ago and I've been using ever since. Our 3D artist is currently making 11 different vehicle models, with multiple skins each. Here's an example of one of them:


And now the videos!


-EDIT: And here's a brand new gameplay video(with HD option available), with more detailed environment and featuring one new vehicle of those that will be actually used in the final game:

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Thank you! The game runs on my PC in those videos (dual core, Geforce9800) but we'll port it for Android, iOS and Ouya using Marmelade, and we'll try to squeeze as much detail as possible, while retaining smooth gameplay of course. We'll probably have to bake much of the lighting (which is fully dynamic in those videos), but that's something most games do anyway.


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