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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 Roland_Y

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  1. Nice article. I would like to mention a small typo. In the section Angles Between Two Directions, I guess it is magnitude, instead of mangitude in the two given snippets of code.
  2. Hi all,   I am actually working on a general purpose pathfinding library (written in Lua, find it here), mostly oriented for grid-based maps. I was looking for ways to integrate support for pathfinding with units of different sizes. Actually, I am working with the assumption that all units are square (i.e. their widths and heights in tile units are the same).   I came across a very comprehensive article (about Annotated A-star and true clearance values for pathfinding). I succeeded in implementing it, and got it working with a wide range of search algorithms (A-star, Theta*, Dijkstra, DFS, Breadth-first search and Jump Point Search).   Yet, there are some small details of implementation I think I am still missing. First of all, when an agent is 2x2 sized (i.e it occupies 4 tiles on the grid map), what tile can be assumed to be the agent position ? On the same page, clearance based pathfinding will fail in some cases. Let's consider the following map, where 0's are passable tiles, 1's are obstacles and 'x' matches walkable goal to be reached. Let's assume we are pathing with a 2x2 sized unit:   Situation 1   00000000 00111100 001x0100 00100100   00000000 Situation 2 00000000 00111100 0010x100 00100100 00000000   For situation 1, tile 4,3 has a clearance value of 2. No problem here. But, for situation 2, tile 5,3 has a clearance value is 1. So depending on how the agent position is considered, pathfinding will fail while obviously, for each of the two situation, the agent could reasonably fit into the dead-end space.   Another scenario, with the same 2x2 sized agent:   0000000x 0000000x 0000000x 0000000x xxxxxxxx   Well, assume all tiles are walkable here, so no obstacles. We want the object to reach any of the tile marked 'x', on the rightmost or bottom-most border. Each of these tiles have a clearance of 1, so annotated pathfinding wil obviously fail here again...Well, depending on how the agent's position is taken.   How should I work around this issue?   Best regards, Roland.
  3. Hi community, I'm new here, so please be gentle... Planning working on a 2D RTS, I tried to learn how Astar works. Indeed, I found articles explaining how Astar could be optimized coupling it with binary heaps, and algorithms taking advantages of Path symmetry, like [url="http://harablog.wordpress.com/2011/09/07/jump-point-search/"]Jump Poin Search algorithm[/url]. I made my own [url="https://github.com/Yonaba/Jumper"]implement[/url][url="http://github.com/Yonaba/Jumper"]ation[/url] and it happened to run fine. I even made some benchmarks tests with maps from MovingAI Labs. Yet there is a problem. Everything runs fine when diagonal moves are allowed. When disabled, no path is returned when the case it involves a diagonal move.... It may be linked to the way I implemented it, then I'm all asking... In general, how would you oblige the algorithm (JPS) to search for path involving only straight moves (not diagonals moves) to reach a goal ? Thanks in advance!