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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. Hello everybody, I finally had some free time and uploaded my BSc Dissertation: [url="http://pekalicious.com/starplanner"]StarPlanner: Demonstrating the use of AI Planning in a Video Game[/url]. It's a StarCraft bot that uses [url="http://web.media.mit.edu/%7Ejorkin/goap.html"]Goal-Oriented Action Planning[/url]. I posted some post mortem in my blog. You can read it here: [url="http://pekalicious.com/blog/introducing-my-dissertation-starplanner/"]Introducing my dissertation: StarPlanner[/url] Here is a video advertisement: [media]http://www.youtube.com/watch?v=NWQTl_s-WAY[/media] All comments are welcomed. Thank you. P.S. Binary and source code are still being polished so stay tuned!
  2. [url="http://www.gamedev.net/topic/599660-starplanner-starcraft-bot-using-goap/"]I moved this topic to Artificial Intelligence[/url] because a) it's more relevant and b) I'll get better feedback. Sorry for the inconvenince.
  3. Hello everyone, I have created a Game AI StackExchange proposal at Area51: Game Artificial Intelligence. For those of you who don't know what StackExchange is, it's a Q&A framework that runs StackOverflow.com, ServerFault.com, SuperUser.com and a number of other similar sites. The idea behind Area51 is to commit enough people to start a new StackExchange on a topic before it is created. For more information, visit the Area51 FAQ. I would like to invite any people interested to join and vote in order to create a Q&A for Game AI that will help like-minded people. Thank you.
  4. So this means that I have two choices: A) Don't sell it, just publish it as a free game B) Talk with the owners and make an agreement Correct?
  5. So, according to question 5: 5. What if the only thing I want to borrow is the gameplay - say, the idea of jumping on things and collecting coins? Fine. Don't worry about it. 5½. So I can make a Mario game as long as it doesn't have Mario in it or have "Mario" in the title? No. You also can't use the Mario music or sound effects, and you can't use any of the other Mario characters (you know, the ones who aren't Mario himself), and you shouldn't simply copy the Mario gameplay exactly. I don't have to worry about this. Because the gameplay is the only thing I want to copy. Title, Graphics, Music etc. will all be my (or a friends) work. From question 8 and assuming "NO!!! PROBLEM!!!" = "No, there is no problem" and not "NO!!! (There is a) PROBLEM!!!" I can also sell it: 8. Now that it's done and on my website, and all my website visitors have seen it and they all love it to death, I want to sell it and make a little of my investment back. NO!! PROBLEM!! Good?
  6. Hello everyone. I really enjoyed playing this Flash Game I found the other day and decided to create a clone of it in Microsoft XNA. The game is called Pipsoh and can be found here: http://www.miniclip.com/games/pipsoh/en/ Basically it is a Yahtzee clone (the scoreboard is three times the size of the original). I intend to submit the game in the XBOX Live Community Games. So what I want to know is if this is legal? Thank you. Regards, pek
  7. Yes, well I did come up with a solution although I didn't finish it because I think it is really not a good idea. What I started doing is checking all the surrounding tiles if they are non-passable. But slowly I realize that the code is beginning to get ugly and messy. Here is some pseudocode: Point curr = getPointInLevel(location); if curr.X == 0 this means that we are in the far left if curr.X > MAX_X this means that we are in the far right if curr.Y == 0 this means we are at the top if curr.Y > MAX_Y this means we are at the bottom if level[curr.X - 1,curr.Y] == NON_PASSABLE && level[curr.X + 1,curr.Y] == NON_PASSABLE this means that it is a vertical wall and so on so forth I find this really really ugly and I feel that there must be a better way. Any ideas?
  8. Well, it's 2.. But it is a little more complicated. You see, there is no such thing as plane. There are only tiles. I have a ball class that holds it's location and it's trajectory (how fast in each direction does it move). I then have a method that, given a location, it will give me what int that tile is. If that int if greater than 0, it's a non-passable tile. What I do is move the ball by the trajectory and then see if in it's current position the tile is passable. If not, I have to make it bounce of. But the problem is that I don't have anything that indicates if the ball is hitting a horizontal plane or a vertical. I just have that now it is colliding with a non-passable tile (a single point in the level). Am I making things clear or complicating them more? Now that I am explaining the problem I start thinking of how to solve this. I figured, after a collision with a tile has been detected, I have to find if the ball is hitting a horizontal or vertical wall. I think I will do this by searching the neighboring tiles. And probably I will do what your 2 says. Good so far?
  9. Hello everyone, I have a small problem and couldn't google a solution so here I am. I am currently creating a Jezzball clone (http://en.wikipedia.org/wiki/JezzBall or http://www.freewebarcade.com/game/jezzball/) and have a problem with collision reaction. I have a tile-based level which I store as a multidimensional array of ints. Anything greater than zero is a non-passable tile. Now, I can easily detect if the ball is out of the level and simply reverse it's trajectory. Example: if (Location.X > GridBounds.Width) traj.X = -traj.X; But what about the non-passable tiles? I have a way to calculate if the tile in the balls current position is non-passable or not, but I don't know what to do with this. I figured that I must somehow apply an "angle of reflection" type reaction with the balls and the non-passable tile. But all I found where solutions that involving surface normals. My tile-based level doesn't have such a thing. I hope I made my problem clear. Any ideas? Thank you.
  10. Quote:Original post by buckED Andrew Rollings and Ernest Adams on Game Design (New Riders 2003) This book on game design gives a few great insights and it also suggests what your gdd might possibly look like. Camera angles are handeled somewhere aswell and you might get some inspiration from this book on how to possibly call them. This is of course not the official guide to game design and naming in a gdd. But it is something to start from if you have no idea at all. I will definitely give it a look. Thanks.
  11. Quote:Original post by Tom Sloper Quote:Original post by pek Are there standards? Is there a book? Something like a dictionary for game designs. 1. No. 2. No. 3. Not quite. But take a look at http://www.sloperama.com/advice/lesson28.htm - you may find some useful terms (but surely not as many as you'd like). Nice link. Love the site!
  12. Quote:Original post by GarmGarf There are no official rules or standards. If you gave your finished game design document to a group of programmers and artists and etc and they were able to make your game exactly how you wanted it from only reading that game design document, then your game design document is perfect, on the informative level (there is another "reader's attention security" level but that can be ignored for this issue). So make your game design document as closest to that perfect state I have described above in whatever means you can, however that state doesn't require the use of certain "official terms" (which may not exist anyway). Yes, I agree. That is what I'm trying to do right now. But some things are hard to explain. Like camera angles. If there are commonly known definitions it would make the design document less complicated and the reader will instantly know what you are talking about. Instead now I have to dedicate two lines to explain and hoping I did it in a clear way. What is quicker: saying the game is isometric or explaining what isometric is? Problem is, if your explanation wasn't clear enough it could mess the rest of the document.
  13. So me and my brother are currently creating a game design document and we need to define the gameplay. Problem is, we are not sure how some things are called. Like, what types of cameras angles are there? Top-down (board game), isometric (RTS), First Person Shooter (Doom), ??? (Resident Evil (the first)) etc. Are there standards? Is there a book? Something like a dictionary for game designs. I looked at GameDev's (http://www.gamedev.net/dict/) which is a more general dictionary than the one I'm looking for.