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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.

JustAnotherGuy

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  1. I just did 20 levels and it seems pretty cool, I never finish puzzle games because they usually get too annoying and not interesting enough, but yours seems to be going ok so far :)   Just two things I personally think would be better - the restart button actually on the screen instead of in the menu, since you might have to hit it a lot, and tapping something should attempt to connect that region to the current end of the water if it is empty.
  2. I made my first game based on an idea I came up with years ago to kill time in school. Since it's not one that many people would play anyway, if anyone does give it a shot and makes it to the end of a couple of games, I'd really appreciate some feedback.   For the record, it's free, only on PC, and requires no installation.   Here's a quick description from majorgeeks that covers a bunch of points better than I can:   It's quite good for keeping your brain active while playing, and generally most people start out unable to see anything, but you improve fairly easily so don't let it put you off. It can be pretty fun if you have two people of a similar skill level, though I also coded some basic AI that you can play against.   Features: Most game options are fully customisable (but it's best to keep with default ones) Local multiplayer AI with different difficulty levels Correctly fits any sized screen Everything coded from scratch (even the scrollable menu which was a pain to get working)   Here's a screenshot of it (a few more on the download page):   Download link: I attached it to the post, and if that doesn't work go to https://peter-hunt.itch.io/connect3d
  3. Ah thanks, guess I'll use that then, as to the language do you have any recommendations? I know python but I also get that it's not particularly game friendly, and I've heard c++ may potentially be very good, but that's from some guy making a 2D game so I don't know if it'd work for everything :P
  4. I'm on a VFX course at uni, but I'd like to sometime give creating my own game a shot, and I could do with a recommendation on what engine/language I should start with, based on what I'm good at and what I'd eventually like to achieve with it.   I'm able to animate in 3D pretty well, and I'm quite a fast learner with code, and can think quite logically to get around problems. I'm also all right with some more artistic type stuff, and have done a few scripts that rely on random generation based on some inputs to produce some nice looking stuff (www.youtube.com/watch?v=RkHEVtgiLUA is an example of something that started as a maze script and just went weird but fairly cool).   Eventually I'd like to have a mostly procedurally generated first person shooter with some RPG elements (I suppose like borderlands crossed with starforge or something), though I know I definitely won't be able to start anywhere near that. Would it be possible to create a very basic game with basic code, and then replace bits and build it up slowly? So for example, you might start with a simple model of untextured hills for the level, then separately as you get more confident, you build some script that'll generate an infinte world, and then swap this into the game without breaking anything?     Also, I'd prefer to avoid starting on 2D games, I'm willing to start from scratch, but I'd much prefer a bare bones 3D setup that can be improved
  5. Hi, just saw this (http://i.imgur.com/dx7sVXj.jpg), and was just curious if there were any new arena based games similar to quake and UT that use such a style of AI, where it'll actually store the good/bad tactics for later use?   I'd just be interested to try run it for a while, actually see what happens when left to learn from themselves. I had a quick google and found most games don't seem to go for this approach anymore, but I don't know much at all about this sorta stuff so thought it'd be worth asking here :)
  6. I'm mainly wanting to follow a tutorial to see how I find it anyways, like if I actually find it alright, I'll maybe go back a bit and do some simpler stuff, but I'm just wanting something decent to start off with so I can see what it's like   I've been looking at starforge and infinity universe, cuz their stuff is really ambitious but sounds like it'll be awesome once they've pulled it off     and in terms of dedication, if I can do something I'll happily work on it for hours, then I'll keep going back to it to try improve it (which is why I'd like to try some infinite terrain type stuff, as that can always be improved, I just need a pointer on how to start)
  7. Hey, I've not done any game things before, aside from a level for ut2004 ages ago, but I'm able to pick up code pretty fast if I'm told the basics   I've been wanting to try do some sort of infinite(ish) procedural terrain type stuff as a starting point, cuz I'd learn a lot faster by starting something off really basic, then adding bits to it (eg. could start with an infinitely large flat ground, then add bits of code to make it better), but I'm really not a fan of starting something which can't be improved upon.   I'm just wondering if anyone knows any tutorials which would allow me to try this (don't even mind if it's 2d like terraria or something), just as long as it doesn't skip steps I'll manage to learn the code while doing it. A minecraft style tutorial would be fine, as long as it covers the infinite terrain part of it, I'd then probably try modify it to use much smaller cubes   (i guess unity would be preferable too)     We've done some code in maya, where I did find the procedural stuff was a lot easier. This is kinda the level I'm at, where I use fairly basic code but try work in a lot of calculations to make it look nice and work correctly with all values the user puts in http://pastebin.com/xvh7isn3     So yeah, sorry if any of you read this and roll your eyes haha, but I'd much prefer to start with something more complicated, cuz I've started too many things from scratch over the past few years and I haven't got the patience to spend weeks on end just coding crappy little games ;D   Also, this would solely be a personal project, I'm not particularly bothered in getting a job in games