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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 bglanzer

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  1. Here is a new screenshot and some concept art for another playable character in the game.    
  2. From the album Tanuk

    Concept art for another playable character.
  3. From the album Tanuk

    Screenshot of a chase level
  4. Checkout the latest gameplay video and let me know what you think.   [media]http://www.youtube.com/watch?v=PoxmFja5cUM[/media]
  5. TANUK     Tanuk is a game in development for mobile platforms in which you control a tanuki (Japanese racoon dog) by firing barrel to barrel while avoiding various obstacles. The game will feature 3 different environments with 10 levels each. Feature physics controlled objects to either avoid or aid in your journey through the level.     Scheduled release is Spring 2014!   [media]http://youtu.be/BM8_NIoY9dA[/media]
  6. From the album Tanuk

  7. From the album Tanuk

  8. From the album Tanuk

  9. From the album Tanuk

  10. From the album Tanuk

  11. From the album Tanuk

  12. I think your not stepping the debugger through that line. Make sure your break point is set on the next instruction after float vc =dd[0].x; The debugger can reflect random values in variables that are not initialized. You can verify with float vc = 0.0f; vc = dd[0].x;; vc should be zero instead of a different number if you place the breakpoint at vc = dd[0].x;
  13. Infectedbrain to break down what ApochPiQ stated simply create a class called node that contains a pointer to a node, contains a defined space either 2d or 3d, and contains a container of collidable game objects. Set a max number of game objects allowed per node. Define a node in which its defined space covers the entire scene then begin checking the number of Objects within it. If the number exceeds the max then evenly split the space with two new nodes each with thier parent set as the original node it spawned from. Then repeat that process untill the number of collidable objects is less than the max allowed with the node and add those game objects to that nodes game object list. Then test which node your bullet is in and only check the collidable objects within that node. That is the basis of a quad tree. For an Oct tree split the nodes by 4 instead of 2. Here is a link utilizing quad trees for terrain rendering. Its pretty much the same concept just replace vertices with enemies. [url="http://www.rastertek.com/tertut05.html"]http://www.rastertek.com/tertut05.html[/url] The code is in c++ but you shouldn't have difficulties making the change to c#.
  14. There are many different formats. Its best to look at different file formats and see how thier data is stored. If you look at milkshape (to me its one of the easier model formats to load from), if I remember right, first the vertex information for the entire model is stored. Then the index, or triangle data is stored for each mesh subset which includes normals. After which the material information is stored, and then finally bone and weight information. The link below offers the order of the data and I believe there is a link that breaks down milkshape structures. [url="http://content.gpwiki.org/index.php/MS3D"]http://content.gpwiki.org/index.php/MS3D[/url]
  15. [quote name='L. Spiro' timestamp='1340482433' post='4952088'] I have never had to use any such system professionally nor on my hobby projects. I certainly don’t see any point on hobby projects, and if you have to do it for work then they will tell you what to use. I keep my plans in my head and only execute after all the plans come together and I see how the well oiled machine is going to work in its entirety. Note that this is not the same as documentation which is much much more important. I Doxygen all of my personal engine code religiously (important considering it is meant to be sold to and used by others). [/quote] I really like doxygen but I have never taken full advantage of it because of the additional comment formats. Though I do use it to make a documentation of my code. [quote name='speciesUnknown' timestamp='1340485321' post='4952105'] I use UML, but I don't bother to map out the entities' methods and attributes - it is the structural relationship between the elements that is important. A whiteboard is the best place to do this, especially when one is working in a team. Crucially, I don't try to keep and maintain the UML as a form of documentation. The problem with this form of documentation is that it quickly gets out of date. Things like UML are best used when working something out as a team, agreeing on responsibilities, etc. [/quote] I usually do the same. When trying to work out how each of my classes will inherit from each other I will create a diagram with the classes consisting of only names.