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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.
Making it draw weapons in a model's hand

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Making it draw weapons in a model's hand

Norman Barrows
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Making it draw weapons in a model's hand


Each piece of equipment drawn on on model requires a "fixup" transform relative to the limb its attached to, to place it in the proper position relative to the model.


Here the fixup for the boiling tone tool / weapon is being done. The mesh / model manipulator built-in to the game is show on the left side of the screen. It can be hooked up to the drawing of any mesh or model with a single line of code. It has 10 transform matrices built into it that can be hooked up to 10 different meshes or models at once. "X" toggles which transform matrix is being edited. "Z" toggles which variable is being edited (x,y,z scale, rotation, or translation). "-" and "+" change the variable by the delta amount. "<" and ">" change the delta amount by an order of magnitude. changes are seen in real time.


I later discovered that i could use the modeler to do the same thing, without having to chase NPC's all over, or having to kill them to make them stay still so i could see what i was doing.


To use the modeler, i just add a new limb with the mesh and scale of the object, or a mesh and scale that represents the part of a objects model that attaches to an NPC model (such as a mesh to represent the handle of a weapon model). then i adjust the object to the model, write down the transforms, and add them to the game code.


© Caveman (C) 2013 Rockland Software Prodcutions

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