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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 Rorakin

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  1.   Books tend to teach extremely generalized theory, proofs, then provide less-than-minimal examples and don't explain how/why/when it is used. My belief is they're useless. Have you tried playing with code or reading documentation? It's easy to figure what Translation/Rotation/Scaling matrices do; how they do it doesn't matter at all. View/Projection matrices are a bit harder to figure, but you have documentation, forums, Google. As long as you won't care how it works, but rather what it does you'll soon learn to use it.     This. Books should mainly be used as a reference for something your actually doing. In college, I was forced to buy all of these programming books, that I rarely, if ever actually used. Learning was mainly in the form of homework that involved actually creating stuff. If I ever got really stuck, that was the time to start delving into the books. So my advice to you is to drop all books, and start up a project, one that is not an MMORPG :)
  2. I doubt many of us here have actually run a successful kick starter campaign. Might help to do research on the "successful" game project kick starter projects that have already happened, maybe even email them with questions.
  3. I think WebGL might be what you are looking for, though I don't have experience in this area, sorry if this doesn't help / give you any ideas
  4. I would suggest C# in Unity even if you feel like you will never do 3d, there are just too many other good features of Unity.
  5. Hi, I don't think you need the Smooth Follow.js. Have you tried moving the camera object to be a child of the cube object and removing the smooth follow script? If you do that the camera should just follow the cube movement exactly if that is what you want.
  6. Radius check first, then atan(y/x) = angle. If angle between min and max angle of player portion, then it is in the player's area.
  7. Why not just randomly generate an angle between 0 - 360. The maximum x and y using the random angle: x = radius * cos(angle) y = radius * sin(angle)   To randomize this, you simply also need to randomize the radius:   Rand(x) = Rand(radius) * cos(angle) Rand(y) = Rand(radius) * sin(angle)   Since x and y are a computation of radius and angle, randomizing both angle and radius makes it a random point in the circle And to simply constrict to a player's portion you just change the min and max of the random angle generation.
  8. Generally, as with most things programming, it is just try stuff and see what looks the best or what plays the best. Gotta start somewhere though. When it comes to movement and gameplay, you should first have a decent idea of what it should look like in your head and then write pseudocode that you think will achieve the effect. Then you can look at your pseudocode, but the actual implementation will vary greatly depending on what language / engine / libraries you are using. If what you write is not giving the desired effect, then the next step is to answer WHY it is not giving the desired effect.   Remember that for smooth movement changes you need to be changing velocity using acceleration. If your movement is rigid, maybe you are incrementing velocity instead acceleration based on player input. Every frame should have: position(new) = position(old) + velocity*dt + 1/2 * acceleration * dt^2 velocity(new) = velocity(old) + acceleration * dt
  9. Check this thread for many C++ suggestions