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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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Aardvajk Lives...

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Well, its been a while since I updated this journal, or even spent any significant time on GDNet but I live and am still writing game stuff in my spare time.

The most recent push has been towards a 3D platform game. The image shows the current prototype in action.

I've managed to cobble together a working GJK implementation that has allowed me get developing an entirely custom character controller. This is a bloody tricky thing to get right without bugginess and is taking a lot of time to perfect. The existing implementation seems stable with the current level but still need to work on slope limits and steps.

I also have misgivings about replacing the capsule with a character model and fixing feet to the floor and so on, but at least I have a much better understanding of the maths involved than when I last attempted anything like this. Working from scratch rather than trying to modify an existing physics engine has been very rewarding.

I've also been playing around with rendering techniques. The shadows in the sample are done using stencil shadows, which I know is out of fashion right now but produces the kind of effect I'm looking for in this game. I'm using precomputed shadow volumes and a vertex shader to do the extrusion and seems to work well although the performance will suffer as I add more objects to the world, so the next major area to research is going to be culling that plays nice in a shadowed environment.

Its funny, you get to a point where you are achieving things and then have to start asking "So what is going to be different about this game". While it would be a great achievement to create a working 3D platform game, it needs something that hasn't been done to death a million times before for it to grow out of a hobby curiosity into an interesting game project and I don't have any answers to this yet.

Thanks for reading.

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Looks very nice. I agree that stencil shadows can be preferable when aiming for a certain style. Hope to see some progress in the near future.


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You're back! :)


I've always been a huge fan of stencil shadows, ever since the days of Doom 3 and the original FEAR. Looks great!


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