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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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About raimondi1337

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  1. I don't think our grade would negetively be effected by using an API, but I don't think that's what our teacher had in mind when he approved our project. I'd prefer to stick to writing everything from scratch.
  2. So I'm working on a project with a good friend of mine for our Programming IV class. We have all quarter to complete a project of out choice. We chose to make an arcade style survival game. Basically we want randomely generated rooms, Halo style weapons pickups and quake style power ups all with the goal of obtaining a high score, that we will record into a database and send to a web site. We're on Christmas break for the next two weeks. We decided he was going to write the code for the room generation, and I was going to get a basi enemy AI done by the time we get back. I've been doing alright so far but I didn't consider everything else I would have to put in place to get this working. I generated a few NPC's on screen, a player, and a wall, and wrote the movement code for the player, now I want to have the NPC's move to the player, but only if they have a line of sight to him. I'm thinking drawing an actual line between the two, and then doing a collision test on the line and the wall (which will eventually be an array of walls) is the easiest way. The hitTest function of AS3 uses the whole bounding box of the line, so it's useless. I found a method of using bitmap data to text each individual pixel, but its confusing me pretty well and I can't imagine it's very efficient. Does anyone know the easiest way to determine collisions in AS3 or even an easier way to determine line of sight? Project here if you want to look at it (the code is for the bitmap method and is buggy): https://docs.google.com/open?id=0B6HdChtgXAsveWRRMWswb0NpQzAhttps://docs.google.com/open?id=0B6HdChtgXAsveWRRMWswb0NpQzA   This is the Bitmap method I was trying to implement: http://www.mikechambers.com/blog/2009/06/24/using-bitmapdata-hittest-for-collision-detection/
  3. [quote name='Daaark' timestamp='1350769404' post='4992270'] Looks good. Is it turn based? If it is, why worry about the renderer? Keep the gameplay in it's own class, and then send the gamestate to the renderer. Then you can implement as many renderers as you wish, and don't need to worry about 2D vs 3D. [/quote] We're shooting for realtime, possibly with pausing.
  4. I wrote a a design brief for a game, it'd be cool if you guys could give me some feedback, I'm trying to plan as much as possible before we write any code. https://docs.google.com/document/d/1-cJMqBFmAk1wASbvy2_ZSH2CwhW__KXC19mugz_7Mzo/edit
  5. What would be the best engine to use for a realistic horror game in a small, incredibly dense city, with a minor First Person weapon element? EDIT: There will only be 2 people working on this so easy-implementation of stuff is a HUGE plus.
  6. so the idea is to make a game with 1 to a bunch of players co-op. many square miles of terrain. basic vehicles. lots of guns and some equipment. horde of zombies. what engine would best facilitate this? the current idea is to mod a failed game called Soldner Secret War but its looking grim. More details here if youre so interested: http://www.ghettohost.net/innawoods/index.php
  7. Quote:Original post by Buckeye If you have a mesh, what's the difference between that and a "completed" model? Why can't you place it in your level (assuming you render other meshes)? You need to provide a bit more information about the problem you're trying to solve. its just a 3D shape with no properties. I dont know how i would get it to be held correctly or have animation for different actions or any of that. i have 3D shape, thats it, might as well be made of clay.
  8. I wanted to add a custom gun to my UDK test map, so i looked for a good 3D modelling program and decided to use Blender. I learned enough to make a decent looking gun, but thats as far as i can go, just the mesh. What do i need to do to finish the model to make it usable in UDK? I dont really care about textureing yet i just want to place it in my level, pick it up, and shoot it, but i cant find any tutorials that dont assume i have a completed model.
  9. Quote:Original post by KaptainKomunist Unity is pretty popular these days. Thanks ill check it out.
  10. I'm trying to make a multiplayer shooter sort of like TF2, with less hats and goofy looks. Don't know what engine I should use. I'm doing this on my own so I don't really want to spend all day making every little thing. As far as technical knowledge I make CSS maps and know some some Java, thats it. Don't really want to use Source but UDK is too much for me. Any ideas?