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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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  1. bull_dog: it looks to me like these parameters map out the squares within the 4D space within which the circles are drawn. In other words, they define where in the 4D space the samples should be taken (X1) and over how large an extent (X2-X1). Since this type of noise is deterministically pseudo-random, i.e. it always comes out exactly the same given the same input parameters, you have to alter (X1, Y1) to get different chunks of noise. You'd pick (X2, Y2) to be (X1, Y1) plus however much of the 4D space you want to consume. If you grab a lot of it, it's going to be more chaotic. If you grab a small portion, it's going to be smoother. It seems to me that really these parameters could be (X1, Z1, Radius1) and (Y1, W1, Radius2), but I admit I can't think of an example where this would be all that useful. Thanks JTippets for this post!
  2. Quote:Original post by Yvanhoe I think the difference between spore and most GA simulations is that GA simulations are made with robotics in mind : create a program that could pilot a robot with real constraints, real physics, etc... whereas the task spore must achieve is simpler : make the most realisticaly-looking walking pattern for a given creature. I don't know the first thing about Spore, really, but yeah, this is a pretty important distinction. Almost all previous research on generating motion for virtual creatures starts with the assumption that it must be physically valid (and high level constraints such as precise foot placement). The fact is that for entertainment purposes you can relax things a fair bit and things still look just fine, and take a fraction of the time to compute. Fully physically compliant evolved controllers don't really look that hot. The top results in the research and commercial world, as far as I can tell, can all learn to do things like walk and pick up guns or whatnot, but it is an undeniable fact that they look like they've suffered minor brain damage at some point. In terms of real grace, you can create vastly better motion with spacetime techniques, where optimization algorithms construct a path through the state space that minimizes something along the lines of 'metabolic energy consumed in the creature's muscles'. There is much literature on this subject, search for e.g. Witkin/Kass' paper on Luxo (that's the original one from 1988) or Michael F. Cohen's follow-ups through the early 90's. More recently, in the vein of relaxing the demands for physical accuracy (the full equations of motions are extremely non-linear and very difficult to solve quickly), Zoran Popović et al have done a lot of interesting work in this area in the past few years, especially working with momentum conservation and the like. Take a peek at http://grail.cs.washington.edu/projects/charanim/ as an example. The problem with these approaches in general is that they are basically 'offline' in nature, and of limited use for simulation. Once again, I don't know what Spore does -- this was just a general ramble . Feel free to PM/Email me if any of this stuff interests you...