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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.

Alex3k

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  1. Hey guys,   I hope it is okay to post this here, I have spent some time looking for the best area and it was either here or announcements. I thought this area may be best however if it isn't please act accordingly and either move/delete it   ------   On the behalf of my university (Nottingham Trent University, United Kingdom) I am organising a programming competition called the "Interactive Technologies and Games Hackathon" (ITAG Hackathon). This hackathon is part of an academic conference called the Interactive Technologies and Games Conference.   The aim of the hackathon is to develop an application that can benefit an educational environment or provide enhanced accessibility to a specified user base.  For those that wish to take part, all they need to do is register as either an individual or team on our website. All participants can either take part at a designated venue or remotely.    Taking part in the competition remotely is where either an individual or group of people take part in the hackathon from a venue such as their home or other suitable venue - much like the Ludem Dare game jam. This methods means that if there isn't a venue near you, you can still take part!   There is also the option to set up your own venue where a group of people can participate together, this allows other people local to you to take part in the competition, this can range from a school hall to a pub... it is up to you. The ITAG Hackathon team can assist with any questions regarding setting up venues. When setting up your own venue almost all aspects are handled by the either the website or the ITAG Hackathon team except getting the actual venue, however help can be provided.   Groups sizes for both remote and standard registration have a maximum amount of five. These three types of registration are all handled by the ITAG Hackathon website.   Currently, there is a £250 (approx $400) prize to the winners of the ITAG Hackathon, the organisational team is in the process of contacting sponsors to find additional prizes. For an up to date version of what is available to the winners, please view the prize/sponsor page of the website.   The objective of the ITAG Hackathon isn't very specific yet, this is to keep the Hackathon fair, however the full objective will be released on Wednesday 1st October. For guidance, it will be to develop an application that can benefit an educational environment or provide enhanced accessibility to a specified user base.   For more information on the Hackathon feel free to email the ITAG Hackathon team at itag.hackathon@gmail.com and we will respond within 24 hours, alternatively the website has all the information on every aspect of the event. I will also be checking this page so feel free to comment and I will reply ASAP. If you are interested, the poster for the event can be downloaded from here.   The Hackathon is taking place from Saturday 11th October 9am until Monday 13th October 5pm (GMT).    Website: http://itag-hackathon.org/  Additional Information: http://itag-hackathon.org/about/  Venue Registration: http://itag-hackathon.org/registration/venue/  Participant Registration: http://itag-hackathon.org/registration/participant/  Prizes/Sponsors: http://itag-hackathon.org/sponsorship/  Registered Venues: http://itag-hackathon.org/venues/ 
  2. Okay, this is a great deal of help I really appreciate it! I haven't done any 3D programming before so I will do some research into that first. So from my understanding it is a 3D world but just shown in an isometric view point?    By any chance, do you happen to know of any tutorials that can point me in the correct direction? I will obviously do my own search however it is great to have a starting point.
  3. Aaa I see. So would you recommend branching off into using 3D techniques? Your explanation does bring some closure! I felt like a mad man just sitting in front of my white board going over and over it.
  4. Hi Guys,   So I am new here, I have often used GameDev.net to find answers to problems I have had previously but never really come to the stage of registering to ask a question... however a bug that I have been stuck on for 18 hour straight has brought here. Apologies if this is in the incorrect section.   I am developing an Isometric map for a game that I plan to develop in the near future. I based my implementation on the tutorials found here.    My issue is the following, when I try to draw objects that require more than one tile (for example a building), it seems as though my depth handling goes out of the window. When I place the building, I set all tiles below it to be unwalkable. This was tested by initially setting those tiles to be another tile to check I have the correct ones (which I do), I then took this further by drawing the building to test if it worked and I noticed that the building was being drawn on top of the player.   My tiles are split into three types, base, overlay and height. The base type is used for the ground (grass), the overlay type is used for things such as bushes, water, trees ect, the height type is used for mountains and hills. I set my building to be an overlay type.    Obviously the building needs an "origin" cell. This is the cell that holds the actual overlay texture.    To view images that will help explain the issue more go here.   In these images, the origin tile is the highlighted (slighty) red tile.   As you can see, in the incorrect image the building is drawn on top of the player. Hence my reasoning for thinking that it is a depth issue.   How I have tried to fix so far: Set the depth of the cell to be the same as the origin cell  Draw a transparent cell on top of each cell with the correct depth that tile should have   I have searched high and low for someone who has the same issue as this yet no one seems to have it! I have also looked for resources explaining it but with no avail. My only theory on how to solve this is cut the image up into tile images and then place them on the map tile by tile.. however I would rather not do that as it is absurd.    Just to make it clear, my depth handling does work for all other scenarios such as walking behind hills/mountains/trees.   Has anyone heard or seen this before? Any help will be greatly appreciated.. I have been working on this bug for a good 18 hours straight now and I am feeling slightly disheartened by it.   If you need to see the code, I can send you a copy.   Cheers,   Alex   PS If I have missed something crucial just let me know and I will try and provide the details.