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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. [url="http://dl.dropbox.com/u/18231613/MazeGeneration/WebPlayer/WebPlayer.html"]This[/url] is a class project that is an attempt at procedural maze generation. I have several simple pieces that I modeled in Maya that snap together. I hope to further develop this algorithm as it has been rather challenging but also fun to work on. It is still a work in progress and if I get a final build working I will post it here as well. You can reset with the R button, it make take a few minutes for the maze to appear and there is no camera movement so the maze may go off screen.
  2. I just wanted to post a couple of class projects here to get some feedback. [url="http://dl.dropbox.com/u/18231613/Boids/WebPlayer/WebPlayer.html"]This[/url] project was my first attempt at a flocking algorithm. I used the Unity wiki boids script as a starting reference and went from there. You can change the weighting of behaviors in the web build. Q and A will increase or decrease “Randomness” respectively. Likewise W and S will control “Cohesion”, E and D will control “Alignment” and R and F will control “Separation” which starts out heavily weighted as there are no colliders on the boids. The boids will also fly towards and then around three way-points. [url="http://dl.dropbox.com/u/18231613/ForTaylor/WebPlayer/WebPlayer.html"]This[/url] project was an attempt at basic AI behaviors using Unity's NavMesh component. I was given behaviors from another student that he wanted included into his game. This build is very primitive and I have moved the camera back so you can view the behaviors bettor. The enemies will change color based on there current state. Blue is idle, red is attacking, black is retreating, yellow is patrolling, and green is wandering. If you face an enemy and press Q you will “attack” them, their health will decrease and once their health gets low enough they will retreat, if far enough away their health will regenerate and they will attack once again. One enemy will start out wandering and the other will start out patrolling, if either “see” you they will attack. Be warned some walls do not have colliders and you will then fall for ever, I don't think there is a key to reset the scene and I am a little pressed for time at the moment.