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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 ShadowValence

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  1. Would this be an area that could use some sort of a quad tree? Compare each quad to the current camera position and the quads themselves could assign the tree type to their children...
  2. I'm game. It'll be interesting for me to try my hand. :-)
  3. This may be a dull question, but do you have a dedicated graphics card that supports DX11? You may want to try D3D_DRIVER_TYPE_SOFTWARE as the second parameter... Disclaimer: it's been a while since I used DirectX outside of C# though. So I may be way off base.
  4. My game is about a secret military assignment meant to protect the people's from the knowledge of alien life and their affinity for the taste of human blood.
  5. ...#define efftyeff (0xff)... HAHA! Classic!
  6. Small behavioral modifications? Perhaps. But for complete mind control? Doubtful. Can we honestly say that we were in control of the rat? We were simply "steering" it. It remained in control of itself. We simply made it believe something was in front or beside it. It still CHOSE to turn in a different direction. Hardly worth noting except to say that the power of suggestion also works on animals with limited brain capacities - which is something we already knew. -Shadow
  7. [quote name='L. Spiro' timestamp='1357772641' post='5019668'] But taking it to the “relationship” level is a bit far. If it is nothing more than an in-game mechanic then fine, I guess, but I easily see people getting way too carried away with the whole idea. [/quote]   Agreed!  It's not MY relationship.  It is my CHARACTERS relationship.  I simply find it difficult to respond in any way other than the way that I would in real life.     [quote name='L. Spiro' timestamp='1357772641' post='5019668']   Besides, even as a game mechanic it would bother me to consider my spouse to be nothing more than a fat sweaty guy’s programming. [/quote]   HAHA - God forbid we end up being nothing but a program in something similar to 'The Matrix'.  j/k  
  8. In Mass Effect 1, I found I was treating Ashley quite differently than the rest of the characters. She would always be with me when I went out on missions & I made more attempts to talk to her. [spoiler]When given the choice, I allowed her to live and the other to die. [/spoiler]I even went as far as starting Mass Effect 2 over when I realized that Ashley was still alive. But then that's me. I'm very monogamous. When I play, I view the characters as an extension of myself. And I found her back story quite interesting. I WANTED to learn more. I wouldn't say that I began to dismiss the other parts of my life (but I did spend a large portion of each evening playing the game). HAHA! Another game [series] you may want to check out (for reference purposes) is FABLE 2. You could woo almost any character. It even had some interesting statistics (# of STD's contracted, # of people slept with, etc.). There were even funny 'cut scenes' where the woman (I was a man) would say, "OH! Is that it?!" or , "That's how I like it - short and sweet". Personally, I am a fan of relationships in games. I like to know [and to get know] the people I travel with. Just like in my real life. I like to know the people I work with. I talk with them, laugh with them, empathize with them, etc. But that could just be me.
  9. True that. Reminds me of an old NINTENDO gamer i used to play. Add soon as you shot, it split to a scene of the ball & the hoop. Of course, the players were in a sorry of "paused" state until the scene was over (i.e. No player activity until the ball has scored or rebounded). But it would make for an interesting game style. I hadn't considered that as an option. I stand amended. :D
  10. It seems to me that the logical separation of man and balls in your first suggestion would be more correct. The ball could then be animated using some faux physics. Besides, the methods, times and locations of a ball "steal" would be far to numerous to efficiently pre-key out in animations, would they not? And then, what happens when the ball is shot? does it then signal the hoop model to include the ball? Let alone the different possible trajectories of a shot (regardless of success calculations). I vote to keep them separate - that's how it is in real life...
  11. Depends on the project & time committed to solely programming. I'll play some YouTube chillstep mixes or my hans zimmer Pandora channel if I've got a lot of time. Otherwise, i keep it fairly quiet.
  12. Side note - does the colony discussion remind any one else of the game Dunem
  13. It reads amazingly interesting. However, my current family life restricts long trips (beautiful wife and 3 amazing children). If asked more than ten years ago, i would have applied.