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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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Spent some time today to implement an overhead minimap, which is actually a feature I am still on the fence about. I remember at times in other games when I just spent too much time watching the minimap. It pulled me out of the game somewhat, and I'm not sure I want that for this game. I think there is something to be said for a game where you live in the game view, and where you have to rely on memory and observation rather than an over-map. But I put it in there, and when the time comes I'll observe players and see how they use it as well as how often they use it.

The minimap lives in a second scene structure, one that has its own camera with an orthographic projection. By adding a MinimapMarker component to any object you add a marker to the minimap that will track that object's position. You can specify a model and material to use for the marker; currently, I just use a basic hex model and a solid color, partially transparent material, but eventually I might switch to small icons or something instead. The map tracks the camera position and orientation around the vertical axis, so that directions in the view and the map match up. I have to admit that it does help with navigating the map, so it just might end up being a feature, regardless of my personal ambivalence toward minimaps in general.

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@riu: thanks, man :D


@polyfrag: I'm not doing anything myself. I just let the engine do the culling. Urho3D is pretty speedy, even with my unoptimized scenes.


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I really don't do anything at all. I just instance the geometry and dump it into the scene. A time might come when I'll need to do an optimization pass of some sort on things, perhaps split it up into regions and so forth, but that time is not right now since things are speedy enough even on my crappy computer.


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