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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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Temporal silence

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Josip Mati?



Well, I've been out for a while. There is a lot going on, my faculty exams are finished. Since I'm busy with faculty I simply don't have enough time to work on what I want - and even when I have I don't have enough motivation to do it.
Regarding faculty, this semester I have to write seminary - topic I managed to get is "Pathfinding algorithms". Fun fun.

For now, I didn't done much. I'm still working on the proper AI for the game. OK, not AI but pathfinding and pathfollowing. I've decided to work on A* algorithm, considering it's one of the easier and effective algorithms. However, I needed to rewrite it several times because... Code was a mess and it just didn't work. Current version is the closest to the what I want, but there are still several problems I'm trying to solve:

  • AI is blind to the changes. Once it finds a route it will follow it no matter what. I've had to remove collision from enemy tanks in order for them to not get stuck.
  • On several occasions, game stops for a little while AI calculates a route => inefficient pathfinding.
  • If I limit pathfinding to only few steps but make it check for paths each cycle, AI goes crazy.

    Definietly hardest piece of code yet I've had to write. And I feel it will need some time to write a satisfying solution.

    Also, in addition to that, I've been doing some cleanups of the code. Nothing special nor visible - removing of useless structures, replacing parts of code violating "Rule of 3" to accomodate DRY concept etc. - but will at least give me more flexibility later at writing the code. One of those changes is removing structure I've been using to save all points and instead using Player class to store all data connected to the players.

    Since I don't have any new pictures, I though I'd at least give a video of game in action.

    Little related to the game, May's article contest theme is "Remake the classics". Maybe I join in, considering that original Battle City can be considered "classic"; however, I don't have any idea what to write about, especially considering that my game is unfinished.

    Thanks for reading!

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