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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.

Wilson Lim Jiun Voon

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  1. yea, its a rather ambitious project. Though, im planning to make it a periodic release of content, learning while i program more of the things in, just needed to make sure the engine i select can at least do most of the stuff (at least by the time i get to developing that part of the game) so that i wont regret my choice down the road. Though it seems, all 3 game engines can handle it. Thanks alot for the informative replies too, epreisz. I will definitely give torque a try too and see how it feels. I have actually created some 2D games although its mostly during uni, i decided i want to try creating a 3D game and decided to try something like this. @Dwarfking: thanks for your input too, its also pretty much what i plan to do. I'm also glad to be assured that the books are good.
  2. hmm okay, to elaborate on my game a little more: - i plan for a multiplayer system (minimum 5v5, maybe going upward to 15v15) on a dedicated server. - there will be a story mode which will have scripted events, etc where 1-3 friends may join to aid. - the game will be in third person view, camera losely follows the character. - There will be ranged and melee combat. - I plan to use hitbox detection for weapons and shields. - there will be aerial battles too (which requires jetpacks, aerial physics, etc). - planning to implement a feature where the player may shoot grappling hooks onto walls and they may climb or rappel. - wall jumping - stealth effect (transparent warpy object) - the player character models would have changeable parts dependent on what he/she equips (arms, legs, head, etc) - AI for bots and the story mode. - having multi platform options is always a plus too. I'm rather mostly worried about the game engine's network code and limitations (who knows, there may be something that prevents me from doing what i want above).
  3. hmmmm, yes, i have read about garage games being sold recently and that Torque got major improvements recently as well. Hence i was quite skeptical about the 3-4 year old reviews. I am rather still undecided about the game engine to use, I have read that Torque has a superior network code, which was one of the points that interested me. I may play around with both engines and see which I like more, thanks alot for the informative replies, they are very much appreciated. Any more would still be welcome too, and would help me (or future aspiring developers) with the decision!
  4. Oh wow, awesome replies! thanks so much guys. I guess i will really give unity 3D a look, it may just be what i need. Another question though, if say I first develop my game in the free version of unity, but in future decide to upgrade to pro, would it be easy to convert over? or would it almost feel like reprogramming the entire game in a different engine? Thanks so much for the informative replies btw. I also lol'd at the ransom bit (though i may not laugh so much once i experience it first hand, haha)
  5. hmm from the sounds of it, i guess I should move over to unity (UDK seems to only work for graphics heavy FPS which isnt what im going for)? Would it be able to make a handle fast-paced third person action game that is heavily scripted? (I am not too familiar with unity myself other than some suggestions ive read from forums threads, my original impression of unity was that it was a game engine for iOS) Also, exactly what made Torque "shit" in your opinion?
  6. Hi all, I am new to these forums, and am an aspiring game developer. I intend to develop my own game that is similar to the Armored Core games (more towards armored core 4 and 5), and I am unsure which game engine would be best to develop in. I originally wanted to build it from scratch, but I realize that it would probably take much longer to get a stable game engine going and I thought it'd be best if I invested in an existing game engine and focus more on the game development. I got these 2 books: 3D Games Programming All-in-One ([url="http://www.amazon.com/3D-Game-Programming-All-One/dp/1598632663"]http://www.amazon.co...e/dp/1598632663[/url]) Advanced 3D Games Programming All-in-One ([url="http://www.amazon.com/Advanced-Game-Programming-All-One/dp/1592007333"]http://www.amazon.co...e/dp/1592007333[/url]) and it seems like the book teaches game programming in torque. However, I have read alot of unfavorable reviews for torque, and its user unfriendliness (which i hope the book solves), but at the same time, those reviews are 3-4 years old and may be outdated, and there are some few favorable reviews too. Should I develop my game in Torque? or should I start looking at the alternatives (UDK, Unity, etc)? edit: description of the game im planning to make [quote]hmm okay, to elaborate on my game a little more: - i plan for a multiplayer system (minimum 5v5, maybe going upward to 15v15) on a dedicated server. - there will be a story mode which will have scripted events, etc where 1-3 friends may join to aid. - the game will be in third person view, camera losely follows the character. - There will be ranged and melee combat. - I plan to use hitbox detection for weapons and shields. - there will be aerial battles too (which requires jetpacks, aerial physics, etc). - planning to implement a feature where the player may shoot grappling hooks onto walls and they may climb or rappel. - wall jumping - stealth effect (transparent warpy object) - the player character models would have changeable parts dependent on what he/she equips (arms, legs, head, etc) - AI for bots and the story mode. - having multi platform options is always a plus too. I'm rather mostly worried about the game engine's network code and limitations (who knows, there may be something that prevents me from doing what i want above).[/quote]