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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 odrega

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  1. Yeah, unfortunately the games I enjoy a the more large scale game like Age of Empires and Civilization series - alll of which are massive games that cannot be easily simplified.   Pretty much we are allowed to reduce it or increase it to any degree, as long as when we create it we stick to the original specifications that we create.
  2. Thanks =)   As to the purpose of the assignment, it is to test our ability to code and create working, complex programs.   Looking at it, I also agree that Wolfenstein, etc. would be quite hard. I like the suggestion about making 3D classics. FPS pacman anyone?
  3. Hey guys!   So for a school project (the last year) we have an assignment where we have to recreate a game. For a previous version of this assignment I created a 3D space invaders, to give some idea of the scope of the game.   I'm really stuck on what to choose for this next project. I'm the only one in my class who can create a 3d game (through OpenGL), and I want to  play that strength. I was thinking of creating something like the early wolfenstein or doom, but neither of those games interest me enough to do  a whole lot of work on them.   What suggestion do you have?
  4. Hey Guys, thanks for your time.   So I'm creating a game and I'm trying to figure out what sort of structure I'm going to go with. This is for a large school project, and it has to be fairly formalised, which is why I'm going to the effort of finding a structure and sticking with it. The following structures that I know of are: Event Driven Data Driven Standard, traditional game loop thingy Model-View-Controller   Any suggestions as to what would be appropriate would be welcome.
  5. It's not very efficient, but something like this could work, if actual trigonometric calculations are thrown at it. //Ray Trace - for loop for(var i = 0; i < rayIterations; i++){ rectangle = new Rectangle(1, 1, ray.x, ray.y); for(WallArray.length){ if(rectangle.hitTest(WallArray[whatever].rectangle)){ return true } } }
  6. Is there by chance front face culling and you've ordered the vertex's wrong? Or maybe you've left it with a projection matrix rather than an orthographic matrix?
  7. I'm not sure if its possible, but couldn't you render the whole map to a texture when you open the map menu. You wouldn't see real time block changes, but there's probably a way around that.
  8. I don't know much about libnoise, but if you use the same seed won't it always generate the same map? Because if it did, you could store the seed on the server, send it to the player (who then generates it) and then retrieve x, y, health and inventory. Would that work?