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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.

Vfor Vikram

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  1. Usually particle systems are made as part of the game engine tool-set and not in an external editor. According to your teacher's method the most likely work-flow - Render the flame system as video clip or sequence of images in front view. Create a bill-board in your game engine and apply this animated texture(s) / video clip. Note: For the above method to work, the engine you are using should support video as particle materials. If it doesn't most probably it wont support GIF types either. So you need to have a timer for the billboard and keep cycling through the image set.
  2. Don't follow the path of a texture artist and you'll do fine I guess The thing with 3d modelling is - it has Ctrl + Z (undo operations) so you can always go back and fix things easily. Also, moving vertices and edges has nothin to do with "pencil" skills. Your 3d models will suck, if you can't get "proportions" right. Don't give up so soon
  3. I think what you need to do it is "align" the object with the normal at the point on circumference of the planet. You need to map your object's rotation to normal's vector. If the planet is always a circle, normal will be just be the opp of gravitation vector at that point. One way to do this is to get angle between normal vector and the XY.. get the angle ans set this as rotation..
  4. Wonderful!
  5. I feel using UDK's fracture tool is still your best option.. Unity doesn't support any fracture tools out of the box. Generally have a fixed terrain and all destructible objects on top of it.. cliffs and smaller terrains on top of main terrain that can be broken down...
  6. Thanks everyone.. I had never thought about destructible objects and knocking players off before.. Also, I found Hot Wheels postmortem here [url="http://blogs.unity3d.com/2012/01/26/london-unity-usergroup-8/"]http://blogs.unity3d.com/2012/01/26/london-unity-usergroup-8/[/url] which was also every useful, hope it helps someone...
  7. Hi, I'm a hobby game programmer. I recently made a small game and put it on Kong (to get feedback and see how players respond etc). The game is located here: [url="http://www.kongregate.com/games/MakubexFox/teleport-rush"]http://www.kongregate.com/games/MakubexFox/teleport-rush[/url] It's 14 MB and made in Unity, so if you don't wanna wait on it you can check the screen shots on my blog [url="http://8bitmemories.blogspot.in/2012/03/my-1st-game-on-kongregate.html"]http://8bitmemories.blogspot.in/2012/03/my-1st-game-on-kongregate.html[/url] I'm not a designer so I need help - 1. How do i fill the environment in racing games like in my case? It feels so blank and empty with just 1 sky-box. All i can think of is some buildings. 2. Are there any tips and tricks for making levels / tracks fun? All I could think of was like turns and jumps 3. I have put fence around the tracks so that player / AI don't fall off. Is this a good idea? I wanted floating tracks and hence this issue. Also, please feel to critique my game / design (other than sound) so that I can improve myself . Thanks
  8. Khyeas, I'm also a beginner.. you may think that Unity is easy and you may not learn programming skills.. but that is wrong. By learning Unity3D or UDK you'll improve your conceptual knowledge. Once you understand the concepts you can move over to XNA. You'll start to understand why and how things are done so and so. After you are comfortable with XNA you can drop one level lower to Dx 9 / 11
  9. Won't it be easier to have a black-list of namespaces like System.IO - find the references and just inform user "uknown class". U can also explore how Unity3D is doing..
  10. Thanks Spiro.. Took ur advice and applied.. fingers crossed
  11. Thanks frob
  12. Hi, Can someone please explain the exact meaning of "Tools" for Game development, or more precisely "Tools Developer". Is it like programming level editors and IDE? Also, things like "mesh deformation / fracture tool" provided by game engines like UDK / Unity3d - Are they part of "tools" development or "engine" development? I am a hobby game programmer and have been looking out to break into the industry. I have intermediate experience in c++ and I'm pretty good in C#. I don't want to go the QA route and hence thought applying as a tools developer would take me closer. My Reasons for this approach - All the small start-ups near my place are not really focused. For example, they do archi visualizations, click on baby mobile apps, etc. The more focused ones ask for experience and also "game programmer" salaries are like 50% - 70% less than other software domains. I thought I'll apply at some big studios as I have experience in C# and usually preferred for tools development I'm not a great algorithm guy. I'm just average. But I'm good in OOPs and designing applications, etc. I may not be cut out for "engine" programming
  13. Try [url="http://www.panda3d.org/"]Panda3D[/url]