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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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mv348

Natural Motion's Euphoria: open source alternatives?

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I recently became acquainte with the amazing Euphoria Engine and I realized how extremely useful this would be for my particular game project. Sadly this engine is not freely available, but I was wondering if anyone knew of a similar alternative,even if its slightly less sophisticated. Any engine that's specifically designed to handle the physics of moving and colliding human bodies would be of interest to me, and self balancing/preservation AI would be fabulous too.
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Well... the thing is Euphoria doesn't really work like they present it. Look at the integration in GTA and The Force Unleashed – it really doesn't solve much more than traditional procedural animation and the motion looks jerky. Do you know why the GTA used it only for things like flying ragdolls and drunks? And why The Force Unleashed used it just for the stormtroopers hanging on poles? Exactly. It isn't a magic controller that always works. You just contact NaturalMotion to make animations you need in that game. (I came to this conclusion from an [url="http://aigamedev.com/open/editorial/naturalmotion-euphoria/"]aigamedev.com[/url] article.)

That said, you could use [url="http://www.arishapiro.com/dance/"]DANCE[/url]. I didn't use it, but it looks similar to Euphoria. Note that it is distributed under non-commercial license, but it could give you some ideas to develop your own physical animation system using a physics engine like ODE or Bullet. Edited by ifthen
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