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      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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reduz

Godot Engine to be Open Sourced

3 posts in this topic

[EDIT] It's already out - http://www.godotengine.org

 

Hi guys! I’ll be brief.

We’ll be opening a game engine that has more than a decade of work (and several iterations) as MIT license soon.

It’s not an engine made by hobbyists, this is a production tool used to develop and publish plenty of games for PC, Consoles and Mobile. It’s currently in beta stage, meaning it’s feature complete and fully usable, but lacks very little fine tuning and testing. It has a similar feature set to Unity (little less stuff on 3D front, much more stuff on the 2D front, debugging). and runs on all the popular desktop and mobile platforms, as well as on the web (through asm.js).

Unlike almost any other game engine with this level of features, the editor runs fine in Linux, as well as Windows and OSX, and supports one click deploy.

Here’s some screenshots:

godotss1.png

godotss2.png

godotss3.png

godotss4.png

godotss5.png

The reason I’m posting this here is that I’d like to get feedback and some help with testing to make sure at the time of release there aren’t any serious issues that prevent it from running. Also as we are not native english speakers, we’d like to make sure that all the API grammar is as free of mistakes as possible (the engine has more than a hundred classes).

So if anyone wants to give it a test and help out with feedback, please contact me at: juan [at] okamstudio.com

Edited by reduz
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This is really awesome! Must have been quite a herculean effort getting it all together. Will definitely check it out.

 

What did you guys use for making the GUI? Is it all in OpenGL? Or does it use something like GTK or Qt? Or is it native (guessing not since crossplatform)?

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Hi guys! I’ll be brief.

We’ll be opening a game engine that has more than a decade of work (and several iterations) as MIT license soon.

It’s not an engine made by hobbyists, this is a production tool used to develop and publish plenty of games for PC, Consoles and Mobile. It’s currently in beta stage, meaning it’s feature complete and fully usable, but lacks very little fine tuning and testing. It has a similar feature set to Unity (little less stuff on 3D front, much more stuff on the 2D front, debugging). and runs on all the popular desktop and mobile platforms, as well as on the web (through asm.js).

Unlike almost any other game engine with this level of features, the editor runs fine in Linux, as well as Windows and OSX, and supports one click deploy.

Here’s some screenshots:

godotss1.png

godotss2.png

godotss3.png

godotss4.png

godotss5.png

The reason I’m posting this here is that I’d like to get feedback and some help with testing to make sure at the time of release there aren’t any serious issues that prevent it from running. Also as we are not native english speakers, we’d like to make sure that all the API grammar is as free of mistakes as possible (the engine has more than a hundred classes).

So if anyone wants to give it a test and help out with feedback, please contact me at: juan [at] okamstudio.com

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That sounds me a lot!

Edited by jon albert
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