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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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WebAudio API in next release

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For those that don't know HTML5 has two audio specifications at the moment.

The poorly performing but widely implemented 'Audio Element'

And the high performance but spottily implemented 'WebAudio API'

When we launched Revel last April, the WebAudio API was in bad shape, and mostly implemented only in chrome and a few other webkit variants.

So we made due with with the Audio Element; which has very high latency, some platform specific bugs, and requires a bit of extra work for out needs.

In Revel we use 'Audio Sprites' which means all of our sound effects are merged together in a single sound with silence breaks (padding) between each one; and has a table of contents that maps sound effect id's to positions and durations.

This is because it reduces HTTP transfer overhead dramatically, and the audio element is very difficult to work with and can exhibit bugs if you use too many of them playing simultaniously.

This meant cueing up the audio element to the proper location to play a sound, and setting a timer to go off to stop the sound after the specified length of the sound.

As you can guess the precision was not great; and suffered under heavy system load; but it generally did the job.

Now thankfully we detect for, and will use the higher performance Web Audio API; so far in tests audio is much more responsive, it seems perhaps a bit clearer; and the API is designed specificaly to play segments from start positions and durations in a buffer; so overruns seem non-existant.

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