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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. I really liked reading this. Seeing the thought process behind decisions being made helps to understand how we got to where we are. I think sometimes we learn more by this than just looking at code examples.   Good luck on your release!
  2. You might want to look into a Finite State Machine(FSM) to handle your game states. It will help organize, and consolidate different states of your game.   I wrote something up on the subject awhile ago:   http://www.gamedev.net/blog/1132/entry-2250762-game-state/
  3. Hi. I actually had to write a program that would automatically generate excel spreadsheets and graphs programmatically and it took forever to track down the documentation needed to do this. Although that doesn't sound like what you are doing it will get you in the right direction.   You should start looking into excel interop:   https://msdn.microsoft.com/en-us/library/dd264733.aspx   This will show you how to create one from a C# program. But you can also use it to modify an existing spreadsheet I believe.   I hope this helps!
  4. I second Norman's post. Inno is actually very easy to use and has a ton of tutorials and demo scripts. Probably the best one I have tried.
  5. I am also glad to see an article that is questioning entity component systems. I am curious why people say it is entity-component vs OOP since and entity component system is a design pattern that uses OOP.   I am not 100% certain about all of the critiques but my take away from the article is don't waste your time trying to build a system like everyone else uses. Build a system that gets the job done. Whether it is 'OOP' or ECS, build what you need to finish your game.
  6. The above solutions are the common ones used. If your objects are moving extremely fast you might want to consider casting a ray from the 4 corners of your bounding box from the old position to the corresponding corner in the new position. The collision ray with the smallest magnitude (if any)  is where you will need to resolve your collision and impart any forces on the colliding objects.
  7. I noticed a few typos but all together a good article. I would love to seem more post mortems from small projects. Maybe you could elaborate on what pkzo, spdr and glm are?
  8. I think any game with an online component would suffer from this. Including games that allow for micro-transactions. You can be compromising your customer's security by giving away the keys to the kingdom so to speak. This issue of fraud should be a much larger concern than cheating. But cheating will devalue your game to the point were it is unplayable also.
  9. Actually your suggestion seems quite sound. Using an AAB that completely encompasses your AI's FOV could be done for a quick check to see if the player could be in the enemy AI's FOV. Then perform a raycast from the enemy to the player to determine if the player is actually in the line of sight of the enemy. Raycasting can be done using DDA. Which is pretty quick if you are only casting one ray.   I am not sure about your layer concept. If you mean the upper halfof the screen is a different layer vs the lower half. Then the same grid or matrix you use for collision detection is the same one you cast your ray into.