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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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  1. [color=rgb(51,51,51)][font=Georgia]This week I've worked on: core gameplay mechanics, AI, editor tools and other stuff. I don't have much to show this week, since I replaced all the placeholder environment with colored blocks(it looks ugly) to do some tests.[/font][/color] [color=rgb(51,51,51)][font=Georgia]The gameplay mechanics that I have implemented this week:[/font][/color] [color=rgb(51,51,51)][font=Georgia]Game system. This system controls the entire game(managing entities, entity turns, etc). Entity movement. Basic combat. Key/Door system. Chest/Treasure generation. Item/Equipment system. There will be blessed and cursed items. The current system already supports random stats generation. Monster generation.[/font][/color] [color=rgb(51,51,51)][font=Georgia]For the AI, I created a system called AI Blocks. This allows me to create generic enemy behavior like patrol, hunt, attack, flee.... Each one of these are basic AI Blocks that I can put on the enemies or extend them to create more specific behavior.[/font][/color] [color=rgb(51,51,51)][font=Georgia]Art Section[/font][/color] [color=rgb(51,51,51)][font=Georgia]The concept artist, Jonathan Arnold, created two new creatures.[/font][/color] [color=rgb(51,51,51)][font=Georgia]Goblin Mage[/font][/color] [color=rgb(51,51,51)][font=Georgia][/font][/color] [color=rgb(51,51,51)][font=Georgia]The Blob[/font][/color] [color=rgb(51,51,51)][font=Georgia][/font][/color] [color=rgb(51,51,51)][font=Georgia]Ghislain Girardot started the modeling of the Goblin Mage.[/font][/color] [color=rgb(51,51,51)][font=Georgia]Goblin Mage Preview[/font][/color] [color=rgb(51,51,51)][font=Georgia][/font][/color] [color=rgb(51,51,51)][font=Georgia]Every dungeon will introduce 5 new enemies(6 if count the bosses). Some dungeons will have some previously introduced enemies in addition to the 5 new ones.[/font][/color] [color=rgb(51,51,51)][font=Georgia]Next week I will work on visual stuff(UI, First Person Hands, animation setup, etc).[/font][/color] [color=rgb(51,51,51)][font=Georgia]BONUS:[/font][/color] [color=rgb(51,51,51)][font=Georgia][/font][/color]
  2. Thanks!   I use a 2D matrix to store the data(25x25 in this case). The algorithm is quite simple: 1 - Generate room at any position and add it to the rooms list 2 - Random a room or corridor from the list(in my case i don't pick locked or secret rooms. Only corridors and rooms) 3 - Pick a wall from the randomed area on step 2(do a few checks) and put a door 4 - Generate a room or corridor for the door(do a few checks) 5 - Place the generated room or corridor on the map and on their respective list (2, 3, 4 and 5 are inside a loop.) Of course this is a simplification, but this is the base of the current algorithm. The generation of chests, levers, monsters and other stuff should be easy after this. This is how the matrix look like: * - Empty space 0 - Wall 1 - Walkable 3 - Door 4 - Locked Door 5 - Secred Door/Wall
  3. [color=rgb(51,51,51)][font=Georgia] Hi, I'm Cassio Eduardo Ferreira da Cunha a 21 years old programmer, game designer and founder of this company(Dumont Studios), based in Brazil. This is my second blog post, if you want to know more visit my blog: http://www.dumontstudios.com[/font][/color] [color=rgb(51,51,51)][font=Georgia] Yesterday I finished the dungeon generation. I've never worked on a dungeon generation before, so I had to think for a while and write down what I needed. It ended up working perfectly and have a lot of parameters that I can change to customize the dungeon.[/font][/color] [color=rgb(51,51,51)][font=Georgia] This is a "mini-map" view of the dungeon. Blue - Walkable. Yellow - Door. Red - Wall.[/font][/color] [color=rgb(51,51,51)][font=Georgia] There are 4 types of areas: corridors, rooms, locked rooms and secret rooms. The secret room don't have doors, you may have to break the wall(if there is a crack) or pull a lever.[/font][/color] [color=rgb(51,51,51)][font=Georgia] This is the dungeon generated above. The environment is placeholder, but we will get there eventually.[/font][/color] [color=rgb(51,51,51)][font=Georgia] Next week, I will focus on core gameplay mechanics and pathfinding. Bye.[/font][/color]