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      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. Yes, so I never make units move without pathfinding. To be sure, using pathfinding their leader, units can avoid obstacles. But, it is not necessary to form while units are moving. All they have to do is to form when they finished their movement. Pathfinding is quite a few heavy process, so to [color=#1C2837][size=2]match destinations to units is better than to pathfinding to leader incessantly, isn't it ?[/size][/color] [color=#1C2837][size=2] [/size][/color] [color=#1C2837][size=2]And, even if I make units follow their leader,[/size][/color] [size="2"][color="#1C2837"]same problem will happen : I can't match to units best position(offset to leader),[/color][/size] [size="2"][color="#1C2837"]that units don't hit mutually and as close to it as possible.[/color][/size] [size="2"][color="#1C2837"] [/color][/size] [size="2"][color="#1C2837"]Yes, when unit do pathfinding, if unit consider moving-obstacles, unit can avoid other units.[/color][/size] [size="2"][color="#1C2837"]But, in [/color][/size][color=#1C2837][size=2]commercial [/size][/color][color=#1C2837][size=2]RTS game units get best position - not hit other units at all.[/size][/color] [size="2"][color="#1C2837"]How do I calculate it ?[/color][/size] [size="2"][color="#1C2837"] [/color][/size]
  2. Thank you for kind reply. I'm sorry if I don't understand your reply well. OK, there is no "standard" way. I'll find best way for my RTS game. :-) [quote]Are you able to move a single unit satisfactorily? Pathfinding to any destination, moving obstacle avoidance, fighting along the way? Reliably sending units anywhere you need is a prerequisite for movement in formation.[/quote] Yes, map of game is made by Graph, units can pathfind with A*algorithm. and units can avoid obstacles with "steering behavior". [quote]but it is usual to designate a leader unit that simply moves towards the destination (where the user clicked) and have the other units in the group move towards a specific position close to the current position of the leader.[/quote] "Steering Behavior" has way like this behavior, "Leader Following". I implemeted this one. But, it didn't work well, for "other units" only follow them leader, don't follow path, so that if them leader is in the other side of wall, other units follow leader so other units rush at wall, never reach them leader. I think that mutual obstructions are better than rushing at wall. [quote]Another typical pattern is having each unit decide where it wants to be relative to its closest neighbours in the formation,whoever they might be (usually in order to align and/or spread evenly).[/quote] Is it like using "Flocking" for units ? In any event, units which don't know paths will rush at wall. As you said, If I match destinations to units, units never hit obstacles, walls.. The problem is that : the position of the formation isn't assigned to "best" unit. -"best" means closest, for unit and for position. for example, A is the closest unit for position X, and B is the closest unit for position X, too. And, A is closer to position X than B. in this case, position X should be assigned to A, and B should be assigned to the closest position except position X. I think that if I use this way, units won't crash another unit and the formation will be assembled fastly. But I don't have a lot of confidence. Is my idea wrong...? In addition, I'm sorry I'm shameless, I want to know how I make units go their destination, I also want to know how I determine the destination for unit as position concretely :-)
  3. I'm not native English speaker so that I don't speak English well. Please understand it. I'm trying making RTS game. I put units in this game and had them learn to move. When player right clicks, selected-units go to the point he clicked. @ How do I determine the position of each unit ? I implemented a simple formation. This method is that: first, I put a "seed" position which is mouse position when I clicked. second, I make it grow lengthwise. third, I put two new seed on the left and right of "seed" forth, I make them grow lengthwise. ... I repeat these until num of selected-unit is exceeded; but this method doesn't creat standard formation of standard RTS. I want to know the standard method. And, these positions of the formation are assigned to units at random, so that because some units push units which formed a line once aside when they move, the formation become disturbed. I also want to know the method to assign units to best positions. Please lend me a hand[font="osaka,"][size=2].[/size][/font]