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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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Scope Problem ... maybe?

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DareDeveloper

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Hi all,

after abandoning the simple game, I may have started something HUGE ... as in: a little too big as the next step, considering that it is just another "getting familiar with XYZ" project.

Eventually I want to create level, normal and depth maps through pcg methods and use WebGL & shaders for interesting 2D lighting effects.
It is not that there is no progress. I think what I have so far has potential ... but there are quite a few battles that need to be fought.

  • A map with 256 x 256 tiles is created randomly (so far the array stores values 0 and 1 only)
  • Cellular automation is used to get a smooth result
  • A landscape creator serves as a cursor into the map and it translates the map into renderable chunks
  • 25 x 3 images are rendered (map areas around the players position), so far only the level map is drawn in a very basic way, normal and depth map stay white.
  • So far the contexts are still 2D canvas contexts. A part of the landscape at the center is copied to the main canvas.

    http://procgames.com/raidaces/

    For some reason Firefox does not do the last part: transfer the image to the main canvas.
    It does work for me in Chrome. Not sure if that is a bug in my code ... there is no error message shown by Firebug.

    At least I know now that my Java approach with stream sources works in JavaScript as well:

    For reproducible content:[code=js:0]var MIN_SEQUENCE_LENGTH = 40;var MAX_SEED_VALUE = 123321;//// StreamSourceFixed//function StreamSourceFixed(seed1, seed2) { this.currentNumber1 = seed1; this.currentNumber2 = seed2; this.bufferSequence = "";}StreamSourceFixed.prototype = Object.create(AbstractStreamSource.prototype);StreamSourceFixed.prototype.constructor = StreamSourceFixed;//// Methods//StreamSourceFixed.prototype.consumeChar = function() { return String.fromCharCode(this.consumeByte());}StreamSourceFixed.prototype.consumeByte = function() { this.updateBufferSequence(); var number = parseInt(this.bufferSequence.substring(0,3)) % 256; this.bufferSequence = this.bufferSequence.substring(3); return number;}StreamSourceFixed.prototype.consumeShort = function() { this.updateBufferSequence(); var number = parseInt(this.bufferSequence.substring(0,5)) % 32768; this.bufferSequence = this.bufferSequence.substring(5); return number;}StreamSourceFixed.prototype.consumeInt = function() { this.updateBufferSequence(); var number = parseInt(this.bufferSequence.substring(0,10)) % 2147483648; this.bufferSequence = this.bufferSequence.substring(10); return number;}StreamSourceFixed.prototype.consumeLong = function() { this.updateBufferSequence(); var number = parseInt(this.bufferSequence.substring(0,16)) % 9007199254740993; this.bufferSequence = this.bufferSequence.substring(16); return number;}StreamSourceFixed.prototype.consumeDouble = function() { throw "error_double_not_supported";}StreamSourceFixed.prototype.consumeBoolean = function() { this.updateBufferSequence(); var number = parseInt(this.bufferSequence.substring(0, 1)) % 2; this.bufferSequence = this.bufferSequence.substring(1); return 1 == number;}StreamSourceFixed.prototype.updateBufferSequence = function() { while (MIN_SEQUENCE_LENGTH > this.bufferSequence.length) { this.bufferSequence += this.currentNumber1; this.bufferSequence += this.currentNumber2; var sum = (this.currentNumber1 + this.currentNumber2); while (MAX_SEED_VALUE < sum) { sum -= MAX_SEED_VALUE; } this.currentNumber1 = this.currentNumber2; this.currentNumber2 = sum; }}
    ... and the random one:[code=js:0]//// StreamSourceRandom//function StreamSourceRandom() { StreamSourceFixed.apply(this, [ Math.floor((Math.random()*MAX_SEED_VALUE)+1), Math.floor((Math.random()*MAX_SEED_VALUE)+1) ]);}StreamSourceRandom.prototype = Object.create(StreamSourceFixed.prototype);StreamSourceRandom.prototype.constructor = StreamSourceRandom;

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