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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.

eedok

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About eedok

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  1. Haven't gotten to go through the answers yet, but to be clear there's only ever 1 gravity source per scene. I like the idea of using iterators and will probably try that approach over the weekend and see how it performs
  2. I have an old school space game during a game jam and want to turn it into a full game, only issue I'm having is making an AI that can A) Hit things accurately and B) realize when projectiles are coming towards them and avoid them. What makes it difficult is the projectiles have wonky paths because they're affected by a crude approximation of gravity:   Now how the projectiles move is the star in this picture has a component called Gravity Source on it, and it supplies the force calculations: using UnityEngine; using System.Collections;   public class GravitySource : MonoBehaviour {     public Vector3 ForceAtPoint(Vector3 xyz)     {         var newForce = transform.position - xyz;           if (newForce.sqrMagnitude > 0.0f)         {             newForce = (newForce / newForce.sqrMagnitude) * 5000.0f;         }           return newForce;     } } and the missiles & player have a Gravity Receiver, the missiles having a 10x multiplier and players 1x using UnityEngine; using System.Collections;   public class GravityReciever : MonoBehaviour {     public float gravityMultiplier = 1.0f;     public GravitySource gravitySource;     Rigidbody rb;       void Start()     {         rb = GetComponent<Rigidbody>();     }   void FixedUpdate () {         rb.AddForce(gravitySource.ForceAtPoint(transform.position) * Time.fixedDeltaTime * gravityMultiplier, ForceMode.Acceleration);     } } Now my question is, how do I calculate where a projectile is going so I can have my AI make decent shots as well as dodging incoming fire?        https://dl.dropboxusercontent.com/u/168938/Games/Space%20Melee/OrbitProjectileExample.zip (a copy of the physics code with all the assets removed to play around with/make examples)
  3. you should try it out, it's a really good game: http://www.awesomenauts.com/   on the other hand: Maybe you shouldn't :p
  4. Wow didn't realize that was 10 years ago until this thread
  5. Pita Bake is my favorite, though as far as I know it's just local. I get monthly cravings for their buffalo chicken pitas
  6. I had a portfolio of games, mostly 1 week, ludum dare, and a 3h one from here, and my interview was basically just demoing these games I made. I also have a programming diploma and have held a couple of programming jobs before working in the games industry (being laid off when XGen was hiring also kind of helped in a weird way)
  7. All these posts and no mention of HD vision glasses? [media]http://www.youtube.com/watch?v=mKYKyIObXyM[/media]
  8. Still in Toronto? I don't post as much as 1) work is keeping me busy and 2) when I see a thread and want to reply and am at the bottom of the page and it says I can't reply I usually just get too lazy to scroll back up to login and just don't reply now
  9. Sure try both, but don't do things based on the opinions of others. For instance minecraft which if I'm informed correctly is the most successful modern day indy game is written purely in java, and most people don't seem to mind the "bloat" so keep that in mind when considering what you're going to use for your project
  10. Not a fan of dodging Ping Pong paddles at work, never had to do any of the sort with Smash Bros
  11. The biggest reason I use flash is, when I make a game I can just send a link to the game to my friends and (most of the time) they're then playing it. It's easier than raw html/javascript for making web games and is pretty much the only package out there that is that easy to deploy
  12. tigsource
  13. The thing that amazes me is that for the amount I used to post here when I was just learning has made it so that my posts per day is still over 1 even after a few years being in the industry and not posting as much here
  14. My impressions so far: RIP jokes about Duke Nukem Forever being forever in development