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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 PrimeDerektive

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  1. Thinking about extrapolation some more... I currently slow down significantly (but not stop entirely) movement speed during melee attack sequences, another addition could be to send exact position and movement velocity along with every attack message, and extrapolate an amount equal to the transit time, and smoothly snap to that position.
  2. Thanks. I didn't realize fighting games did that, I actually stole a simple implementation of that idea from the GDC presentation on Networking in Halo Reach from Bungie (they did it with the armor lock animation, and grenade throws I think). My current system similarly allows me to set different lengths for the wind-up, slow-down, and follow-through segments of an attack sequence (in an attempt to telegraph attacks: for instance, a 0.2 second wind up, 0.2 seconds of super-slowed animation speed while the arm is cocked back, and then 0.4 seconds to follow-through for the rest of the animation, for a 0.8 second total attack sequence). I am actually currently distributing the latency of a newly-arrived attack event message over the wind-up and follow-through (for instance: if the timestamp is 100ms old, i'll reduce the wind-up time by 50ms and the follow-through time by 50ms). I put a cap on the compensation at 200ms, though. I thought about using extrapolation, but in a fully 3d environment like a TPS or FPS, is that really a good idea? Player movements are notoriously unpredictable, I feel that might do more harm than good. I'm not sure how else to smoothly render remote players though, without using interpolation back time. I'm currently just lerping remote players to the latest position that comes through at a fixed rate. I also thought about, rather than 100% relying on authoritative server hit detection, I'd let clients "claim" to hit other players, then the server could check some deltas and and say "okay, that sound reasonable", but the timing would be very late, and it seems like it might be a waste of bandwidth since I couldn't bundle it with the initial attack message (because the hit test doesn't occur until ~50% through the attack sequence).
  3. Are there any? Does EVERY online multiplayer game that has any form of lag compensation use interpolation backtime and serverside hitbox rewinding? I've done it before, and it works great for shooters, but I feel like the infamous "paradoxes" of the technique are not adequate for purely melee focused games, because you constantly get hit by attacks that you appear to have gotten out of range of in your simulation.