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      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.

Rudy Crimson Bellwether

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  1. To add a bit to this beauty pageant of sorts: I'm most definitely set on using the Transvoxel algorithm as the game is set in England. It's of utmost importance to convey the topography of the country with its hills, valleys, etc. Which puts me in a corner, of sorts. I hear the C4 engine bodes well for all intents and purposes; the question remains, would it support the dynamics of location based programming and multiplayer network physics that I envision?   Unity 3D comes with a price-tag, but If the benefits outweigh the costs, it's def. worth it; unfortunately, C4 is not particularly fitted for mobile development, or perhaps i've misread the guidelines. 
  2. Hi there,   I've been reading the forum for a bit more than a year and I find the discussions quite useful and informative, but I've yet to encounter a thread that really poses and/or attempts to answer my own paradigms in game development.   I have a strong background in C++, C# and Java most of my undergraduate education focused on C++ for computational physics. At the moment, I'm an independent programmer working on Objective-C applications for iOs. I've taken courses on functional programming using Scala; taught myself Ruby, Python, Perl, PHP; and, at the moment, I've taken upon myself to learn more about Clojure and the lisp dialects that I touched upon vaguely during my college years (4 years ago). All these skills have proven trivial when it comes to accomplishing my primary goal of making my very own game.    I am envisioning a location-based 3D Action RPG with feasible properties that allow users to interact with other players in the vicinity (square-mile radii). The game itself will not depend solely on the players involved as there will be automated (AI) challengers which will comprise 57-68% of the population. In essence, players will have the ability to group together in teams, co-exist, and compete with one another; but, in reality, the majority of the game will have automated characters that will help us reduce the cost of production and/or inflicting too much burden on the servers [both of these are not mutually exclusive]. We are, of course, willing to attract investors and garner profits in order to grow as needed.   I've looked into Unity 3D and it seems reasonable for my goals: I have a clear idea of the themes and plot, but I have time constraints. I could study building a game engine, but I just cannot wait to get my idea out to the world. I'm looking to fail quickly, if that, and move along to something else; then again, I could rather fail miserably at making a worthwhile game engine, but Im more of a visual thinker, and therefore I rather spend my time designing a 3D game which is beautiful.   My question to you is, can Unity 3D support location-based programming in that fashion? Or, will I encounter too many limitations that building a game engine from scratch would seem most efficient?