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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.

SaurabhTorne

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  1. Thank you guys for replies, I better understand. Can we say all the rays falling on a sphere from all directions be called as coherent rays.
  2. Hi, I came across this term called Coherent Rays. Not sure if it is about co-planer rays or parallel rays related to 3d computer graphics. Is it just a some case specific form of pattern of rays.  Both 3d and 2d meaning. reply, Pyro.
  3. Game development is not easy? let me tell y'all, that it is a hell a lot easier than getting married and all.
  4. I use and Like Unity for its ease of use but, Unity is very silly. It has some fundamental drawbacks that would create a jam in long haul projects. For example there are no abstract objects. Even GUI elements need a 3d transform This is fundamentally weird.
  5. a real stress busting trick!
  6. Game development as a hobby is good.  Later on, its would be good for you if you may, to showcase your work on game developer websites such as gamedev. Unless its a remarkable game, don't publish it  :lol:  on any of the main markets for free as it only increases clutter of games in the markets. Making a small part of what is required in a game instead of an entire game is a lot more beneficial and rewarding. :)
  7. The VR may become more of a specialty product. Just like steering wheel controller.  Think about movies in VR, still people would prefer the conventional 2d/3d movie over VR. People do not prefer to wear anything on the eyes. It will always be the same. Its not that simple to sell sunglasses for the eyes of every consumers,but a fancy handbag is. Same goes with the classic game controllers, which match the tendencies of the human hands so well.
  8. For one of the crunches I found that thinking capabilities recede to zero. If you think that its not pushing any further, but your manager thinks its possible, then rather take a 10 -30 minutes break. If its overloading in the wee-hours then just sleep when if you need. If the burnout is causing a level of unfavorable pain which is mental or physical, just pause everything. No manager is gonna stop you from taking a power-nap during a burnout. But if you take a complete day off and other don't then its not really appreciated and can go to the unofficial records. Passions for games is the first thing that gets destroyed if there are too many crunches and burnout.  There are so many professions in the world that use the same skill as developing games but work life balance is perfect bliss. If there were such burnouts in software engineers who are working in the automotive industry or oil industry think about the mistakes developers would make, and how many accidents would have been caused. Fact fully ,if anything relatively deviant is to be created or innovated its has to take its right amount of time. Time like 2-8 years is what it would take to make a perfect next gen game.  Think about the solar powered aircraft, or the fastest Bugatti. Same is the case with games. they take their time.
  9. I think you are very talented. People would like to work for you. Don't try to get in line for jobs, it would slow you down. Rather hone your skills further and get some enthusiast to make some games from your engine and publish those.
  10. Hi, We are an Indie game company, working on a casual game project. A space shooter game approaching completion.  We are a looking for fresh talented artists, game designers sound/music designers  to contribute for our project.  This will be a good opportunity to showcase your talent and add this game to your portfolio. Most of the content for game play is in place and all we need do add is some custom 3d/2d graphics. Artwork required is straight forward. GUI, 3d space ships and special effects. Optionally choose any or all of these. A part time effort estimated to be of 1-2 months may be required. There is no monetary compensation for this particular project, but we can provide with a proper certificate for your resume/portfolio. We are open for total fresh talent and experienced. Both may apply. We have created a lot of games in the past as in-house projects as well as for clients. Best regards. Pyrocute.
  11. Unity

    gameObject.SendMessage("OnTriggerStay", hit.collider); // alternative B Pseudo code: <Monobehavior class name > tempObj = gameObject.GetComponent<<Monobehavior class name>>(); tempObj.SetTriggerStay(hit.Collider);
  12. 1. recalculation of the next steps for the changing ground. This will be an array of vectors. 2. Normalizing these vectors to smooth the differences. (rounding of edges in calculation.) Bezier curve. 3. use this array of vectors as ground instead of the actual 3d surface.
  13. Take it nice and easy.
  14. I find that best partnerships can work with the friends from school. Even if they are not talented in the given trade, as age matches they sure are great supports, are best resource to help in time management.
  15. yep. To be successful, If you want to seriously monetize your game, outsource as much work as you can. Focus on the fun factor, the aspects of game that would make your game deviant and appealing to the target users (public). But more than that the game needs to have a magnet that makes a gamer wanna buy your game. If your good at this aspect and the only aspect, that is all you need to do as solo. outsource everything else, there are a lot of corners in this world where programmers designers, are ready to help you at lowest cost or share or even free. You just have to fetch those. Trust as many as possible across the world.  Trust each other is what we don't have when we are trying to make it big. We still need to earn trust.  More than friends we need like minded individuals. That what counts. Think of it like this, across countries, boundaries, oceans lies a community of game developers. We are above all others, cultures, we have our own religion, being a game developer. Cause we have grown our own culture. Solo games. about 2-5 years each is a good ingredient to the receipt. No shortcuts.