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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 makuto

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  1. Interested in working on a project with me? I recently started Horizon, a game intended to procedurally generate interesting agents and AI instead of fancy terrain. https://github.com/makuto/horizon
  2. Thanks for taking the time out of your day to offer your advice!     Yes, better animations should make it feel better.       I'm not sure what to do to remedy the fact that enemies run towards you. Maybe they should get close, then do something like boxers do when they circle. Adding a random time delay to their hits might also help to make it more interesting (although some games have extremely predictable enemies yet stay quite entertaining),   Giving the enemies code to dodge your attacks (or block) might make it better as well. This systems can get frustrating when they automatically do it, so no matter what you miss.   On physics and biomechanics, I didn't think about things like that because of the great Realism vs. Fun argument. I am way more into fun than realism on this project, as opposed to your game, which seems to try to accurately portray swordfighting. I will still add some more physicality though.   And yes, I am aiming more for the 'A' part of ARPG. This is more casual FPS-style.     Good suggestions! A system like this sounds good, especially when the enemies can get a second hit in on a failed swing or poorly timed block (and the player could as well, if the enemy did the same).   I think I will keep recording my progress and iterative cycles so that maybe this thread could become a helpful reference for anyone creating anything similar. In the next recording I plan on tweaking the animations and adding the blocking system suggested by Thaumaturge. More complex enemy movements (as suggested by Chosker) may come later.   Also, I ask that you guys talking about Chosker's game start a new thread or PM each other.
  3. I'm definitely going for the less complex Zelda-style combat. Even Minecraft's ultra simplistic style works, but it still needs to be fun and feel nice. Currently I do not think it feels solid enough.   Those on right now should go to my Twitch stream and ask questions via the chat. I can show you the combat and you can ask me to try stuff. I will also highlight the session and post the video here afterwards. I'm sure you guys might be interested in iterations on a system like this - show the design process nicely   And I use Ubuntu, so I'm not used to people worrying about downloading something that might mess with their machine   UPDATE: The recording of above broadcast. At 21:30 and 23:10 I show combat as it was (the latter having more weapons), and at 1:13:20 I add camera shake. At 52:40 I add a 20ms pause when hitting enemies, then adjust it to 30ms (which was on during the camera shake). Sorry for the choppy stream
  4. Before you read this, you should try out what I have currently. Download the full game (made with Blender Game Engine) here, then open levels/level2.blend in Blender and press P over the 3D view (actual release will be a lot simpler).   I've been working on the melee combat system. It's a real time ARPG-style system like Skyrim (obviously with drastically less polish). Most of the code is done, but I cannot seem to get the feel right. By game feel, I'm talking things like Game Feel and this talk (fantastic, by the way). There is very little material available that talks about good feel for combat systems like this. If only a Skyrim dev would let some of their feel secrets be known!   Currently, the combat feels very floaty. The knockback was something I've thought about a lot, but knockback in combat systems varies quite a bit. It's currently a little too exaggerated.   It would help me out a lot if you would try out my game and tell me what you think. I've considered adding screen shake, a slight 10ms pause when you hit the enemy or get hit, improving enemy animations by having drawbacks (don't know what to call those - what I mean is things like raising the sword before slashing/hints that a hit is going to come soon), and sound (actually adds a lot to feel).   If I can get the combat system feeling solid, I think the game will be drastically more engaging and fun. Like the Halo devs say, get ~30 seconds of fun and repeat that over and over again in slightly different ways.
  5. I just stumbled upon this bug yesterday while I was working on making enemies face you to attack you: Twitch Video It gets worse at 3:15
  6. From the album Screeny Dump

    [url="http://augames.f11.us/page.php?page=gravity"]Gravity[/url] is a physics game I made with the Blender Game Engine.
  7. From the album Screeny Dump

    [url="http://augames.f11.us/page.php?page=hint_shoot"]HINT: Shoot[/url] is my third Blender Game Engine Game, made for One Game a Month and #7DFPS
  8. From the album Screeny Dump

    This was a lighting routine I wrote for [url="http://augames.f11.us/page.php?page=flicker"]Flicker[/url]. I ended up removing it because it wasn't useful & was buggy, but it looks amazing in action.
  9. From the album Screeny Dump

    [url="http://augames.f11.us/page.php?page=gravity"]Gravity[/url] is a physics game I made with the Blender Game Engine.
  10. From the album Screeny Dump

    [url="http://augames.f11.us/page.php?page=flicker"]Flicker[/url] is a game I made for the 48 hour Utah Indie Game Jam. I won the Innovation category!
  11. From the album Screeny Dump

    A game I made with Blender Game Engine called [url="http://augames.f11.us/page.php?page=theCurse"]The Curse[/url].
  12. From the album Screeny Dump

    A game I made with Blender Game Engine called [url="http://augames.f11.us/page.php?page=theCurse"]The Curse[/url].
  13.   I've been getting into Blender a lot lately, trying to learn a little bit about every part of the program. Once you start looking for how to actually use it, you find that Blender is like an iceburg - there's even more underneath. It's incredible how much you can do with that program. I've heard the built-in video editor rivals editors completely dedicated to video editing!   Also, I've used the Blender Game Engine successfully on five One Game a Month Games (the other games were either board games or written in C++): Stack, Vision, Hint: Shoot, Gravity, and The Curse. Although it's essential that you know Python to make most things, the logic bricks are nice for doing anything simple very quickly (if you don't have to write a script, then don't write a script). It is really nice to have a smooth workflow like the BGE because everything is integrated. I'm used to pure C++ & compiler, so this was a very refreshing feeling!   Although the engine might not seem like much, once you use it you'll find it's very powerful & intuitive. At the very least you can use it to make very rapid 3D prototypes.   I've also been entertained by the thought of using it for a high-school level course on computer science, game development, 3D modelling, and animation. Everything is integrated & you can get results fast enough that it seems more like play and less like work, which would help students stay motivated.
  14. I've finished all twelve games for One Game a Month! http://www.onegameamonth.com/makuto9
  15. Just finished a Bezier Curve implementation on my TI-84 calculator. It's way more fun to program on my calculator than pay attention during math class!