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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.


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About IADaveMark

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  1. Off topic, why are you hitting "return" halfway through your lines of typing. It's almost as if you are on an old manual typewriter and are worried about going off the edge of the page.
  2.   Unless you have actually practiced doing just that.
  3.   When you consider multiple unit types and even multiple upgrades of units, it gets out of hand fairly quickly.
  4. Kind of.   This. People need to remember that we aren't trying to "solve" something here... we are trying to create an experience. Often, that experience needs to include intentionally sub-optimal decisions and intentionally distinct characters. If you are trying to "solve" behavior, you get neither.
  5. Worth noting, before I begin... we generally frown on doing people's homework on here. That said... Unfortunately, there are a couple of different uses of the term "string-pulling". In one, you delete intermediate nodes if a straight line exists between 2 nodes. In that case, #1 is correct. Here's an image to support.   This one is good for use on nav graphs where there is a lot of redundancy. In nav mesh environments where there is less redundancy (but still possible), there is another application of string pulling -- cutting corners. Rather than moving to the middle of a poly or the middle of an edge segment, you actually tighten it towards the nearest point. Image...   That one is a bit more complicated -- especially for non-0 radius bodies since you have to do the math to find out your new destination along that edge.
  6. Another way of doing it is to still determine a destination point (most games are done in some sort of fine XY) but give them a radius at which it is OK to say "close enough". If you are selecting a group to move to the same point, you could, for example, count the number of units in the group and come up with a radius inside which they can assume they have arrived. That would have the side-effect of everyone clustering on the "near" side of the point, however. Using standard flocking algos, though, you could have a moderate attractor to the destination point, but something that could be overridden by the "separation" vector of flocking. That does 2 things: first, you would stop if there is someone between you and the point (or on the point). Second, as more people arrive, they will slightly push each other along until there is a natural equilibrium of folks that are "close to the point but separated from each other".
  7. You might want to check out the first person in this presentation from GDC. It's James Anhalt of Blizzard talking about some of the stuff he did with SC2.   http://www.gdcvault.com/play/1014514/AI-Navigation-It-s-Not
  8. Unfortunately, Craig's great Java apps to show all the different behaviors don't seem to be playing anymore in browsers. That's only come up in the past month or so, I believe.
  9. And there are plenty of forums for that sort of discussion in non-game-related areas (i.e. not on this site).
  10. Seems to me like a re-invented wheel... which also happens to be square?
  11. Worth watching, btw. http://www.gdcvault.com/play/1021986/Forced-Based-Anticipatory-Collision-Avoidance
  12. It goes beyond cars, too. We all do this. If people are walking along converging paths (e.g. 90­­­° angle), we actually change speeds more often than we change direction. Decent method would be predicting if you are going to collide by some sort of look-ahead. If so, then the one who is furthest from the projected collision point slows down. However, it is possible that both would slow down -- which is a realistic looking result. Then just choose randomly who resumes normal speed and the other passes behind.
  13. If you DO want to have a high-level "goal" of sorts, you can determine that at a slower interval and set a flag. Then lower-level behaviors can be switched on or off (or prioritized with a utility function) based on the state of that flag. I'm just confused by what your idea of "satisfying needs" is here. That's not a high-level goal... that's a pretty immediate one in many cases.  In the example of "satisfying hunger", you don't have to make that a separate decision (e.g. "I am now going to satisfy hunger.") Instead, you just add your hunger value as a consideration to anything that would involve moving to or eating food. Therefore, as hunger increases (or food state decreases), those behaviors will gradually rise in score until such point as they become urgent. There is no separate state... just behaviors that respond directly to those changing input values.
  14. So how would you incorporate a potential decision into the rest in order to pick the one with the best score if you don't score it in the first place? You have to score them somehow. And the most relevant thing to do is to score them on what might be important regarding whether you would make that decision or not. That's pretty much the entire point of utility based AI. 
  15. You're over-complicating this.   Did you watch the videos I linked above?