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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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"Lord, what fools these mortals be!" (Week of Awesome)

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Here's the last screenshot of the day.

The title of this article largely refers to myself attempting to use GIMP to throw together the UI art that you see in the above screenshot. I'm not primarily an artist, so I don't know my tools as well as I perhaps should. I spent quite some time throwing those things together. I eventually hit upon a very silly technique involving a lot of layer masking and GIMP's gradient generator which worked, but was difficult to control. I like the result, and now that I know how to do it I may use that technique again for later UI work, but only if I absolutely have to.

I'm sufficiently tired that I'm calling it and going to bed.

At this point, the player can control his "ship" (which currently is just a white cube) by pitching and yawing around. I think to simplify things I'm not going to add explicit roll control - when the player yaws, the ship will bank a little, too, just like in the games that inspired this one. I may also add barrel rolls if I have time, if only so that I can yell "DO A BARREL ROLL!" at my roommates if they do any playtesting for me. In terms of environments, the game shows water, two cloud layers, a lens flare representing the sun, and a skybox. The two displays at the bottom of the screen are an attitude display and a radar display, both of which I'm quite happy with in terms of polish. I might add an altimeter at some point, but since it isn't super-useful to the gameplay I have in mind (which is largely fly to specific points shooting at anything that gets near you), I may delay that in favour of more important things, like the weapons implementation and island terrain. I tried to work on music, but had no real inspiration tonight. I might do sound effects before music.

I plugged a game controller in on a whim and found the default control scheme Unity gave me to be rather intuitive. When all this is done, I might develop this into a split-screen console-like game. Maybe I'll get an Ouya to play with and see if I can get this running on there.

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