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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.

Josh Green

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  1. Below is an example of an offset, it involves two objects, where one is constantly is setting its position to the other objects position + a small amount in a direction (this is the offset) point A (position) <--------------------------> Camera (position)                                      The offset So, if you imagine in a RPG the camera is always a set amount behind you character, this distance would be the offset between the camera and the character.   This is just example; an offset can be used for lots of different things as you have seen in your travels. But it generally means the constant difference between the value of something, to the value of something else. Hope that helps  
  2. Are the other camera's there for testing?  You could give your scene one camera a tag, then write a script for the other camera's that destroy's themself on start if they find a object with that tag, but tbh Kylotans answer is way more eloquent. :rolleyes:  
  3. Hi George, I totally agree with Liondinos thinking of your own game idea directly connects to how well/ how much you enjoy making the game. After taking part in loads of game jams, I find siting down with some friends, picking some random words from a dictionary and then start thinking about game mechanics that could fit the words, works great. Keep the ideas simple, that way you can really concentrate on what makes them great ideas.  Good Luck and keep us informed!!
  4. Agreed with what most people are saying here with the two main points. Blender is cost effective and produces similar results (has a great community and lots of plugins). Using Blender solely for that format is perhaps not the best use since it is not commonly used now.
  5. It is likely to either be that those public values are set as zero in the inspector for that GameObject. Or (assuming that the GetComponent() is being called and returns right), that the object weighs so much that you need more force.   Of course the Rigidbody itself may be constrained either by axis or literally in the world too by obstacles. 
  6. Hello cebugdev, a few games you could achieve this in Unity. You can either create animations for the camera GameObject from within the Editor itself. Or perhaps a better method would to be to move the camera through code (perhaps using a MoveTowards or Lerp) which will give you more control. The rectangle bars of course would best be UI elements.