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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.

Zach Carter

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  1. Hello all,   I have decided that in order to improve my math skills and game programming skills I am going to work on a two-dimensional space simulator. The view of the player or camera will be from inside the cockpit of a spaceship. This presents quite a few challenges which I am looking to the gd.net community for help with. I'm not asking for any code or any specific answers, just suggestions on what subjects to research.   My first challenge is going to be related to perspective correction. Since I'm only working with two-dimensions I need to fake flight dynamics. If you imagine that you are sitting in a cockpit of a spaceship, when you move the flight stick to the right or left the ship would yaw in either direction. Simulating this in two dimensions is much more difficult than in three dimensions, as you have to apply some sort of perspective correction.   The same is true if you were to pitch the nose of the spacecraft up or down. Simply moving the camera along the x / y axes won't be enough. I need to correct the perspective of my camera so that it appears that the aircraft is actually yawing / pitching in the desired direction and not just panning upwards / to the side.   What is the basic mathematical formula for applying this kind of perspective correction? If a formula is too much to ask for, where can I read about examples of this being done / read about the basic concepts I need to understand to accomplish this?   Thanks!
  2.   I don't want to render a 3d sphere... I want to procedurally generate stars but I don't want to render any 3d objects. If you look at this video - http://www.youtube.com/watch?feature=player_detailpage&v=py2OeGYhZVw#t=65s - and watch as he clicks and pans the camera around, that's the effect I want to simulate but in 2d.   What's a starting point for me to study to be able to create this kind of effect using only two dimensions?   Thanks again!
  3. Hi and thank you for reading. Hopefully I'm posting this in the right forum.   I am working on a 2d space simulator and I'm trying to figure out the best way to create a realistic starscape.   The POV for the player will be from a spaceship's cockpit, very similar to the old Wing Commander games (Privateer is the one which I'm drawing most of my inspiration from).   I'm just getting started and one of the first tasks I'd like to complete is creating a realistic starfield. My plan initially was to procedurally generate stars on different layers to represent the distance of the player to the stars. This would give a field of depth but I quickly realized a flaw in my plans.   If the player pans the camera view I need the starfield to be representative of an actual celestial sphere. If the player pans left and then pans back to the right they should see the same starfield they were looking at previously. Same if they begin to move forwards and then move backwards.   I'm thinking that the best way to do this is to create an imaginary sphere if you will, and then to project points onto this sphere. At these coordinate projects I would render my sprites representing the stars.   Am I on the right track here in terms of how to accomplish this or am I way off. Could someone perhaps provide me with some reading material I could check out on any kind of formulas I could play around with to accomplish this? I'm admittedly pretty bad at math - coming from a server side web development background - so I would gladly accept any help I can get.   Thanks!