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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.


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About Ilarion

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  1. Awesome, I'll have to try this script out. I have my own way of doing it but I was just exporting separate animations (which becomes a long process!). Also, I believe the reason XNA4.0 doesn't support multiple takes was because the XNA team updated the FBX Importer they're using, which is provide by Adobe Max. The Max team are the ones responsible for removing the multi-take feature. (Multiple takes were working prior to XNA4.0 - the update broke a lot of us) Cheers! Many Thanks!
  2. I would suggest looking into XNA. XNA has many open source 2d engines and provides a fairly good way to get your game seen by the general public.
  3. Most scripts are interpreted during runtime. This helps designers tweek various things without having to recompile lots of code. For instance, Wow uses lua scripting for its UI. By having it scripted, designer (and even players!) can create their own UIs and test it by just running the game. You don't have to recompile the entire game, which could take hours. So for the most part, scripts make development faster by allowing designers adjust different game aspects without having to deal with the actual code base. Cheers, ilarion
  4. Having a job you like can be very hard to find. You may say that game creation is your life long passion, but I've known people that have been game developers for years and have become burnt from it. Game development can be quite stressful in crunch times and you need to be willing to spending long hours/days finishing up the product before it goes on the shelf. If you hate CS already, then I wouldn't suggest continuing it. It's one of those things that if you don't have a passion for instantly then you'll most-likely never enjoy it. Same with being an artist. If you have to force yourself to like doing something, you'll regret it 5 years later when you realize you're not having fun at your job. If anything, you could always get a business degree and make a start-up game company :). From what I've heard business majors make tons of money. And when your in control you get to design as well.
  5. If no one points you into the correct place, you can always take a look at Riemers XNA tutorial: Especially the tutorial where he starts displaying point sprites in his 3d world. http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series2/Point_sprites.php Instead of moving the sprites like he does in the tutorial, you'd make it so your input controls the sprite position. 2d-in-3d games tend to have bill-boarding as well. But if someone else has a better example or even code, I'd like to know as well :)
  6. Hm, I'll keep it open as an option, but so far I'm still leaning toward my way (which is in C#). Thanks for the input though. .ilarion
  7. Hi all, I've searched high and low and couldn't find an easy solution to this problem. Basically, I want to make a 3d editor that has a 4-pane view of the scene (similar to Max3ds, Maya, Hammer, XSI Mod Tool, etc etc etc). Using C# windows forms, I can make a cheesy version of a 4-way split by putting vertical split containers within a horizontal split container (or visa versa). However, if I resize the split container on the top, the bottom doesn't change (unless I make an event to update after the top has been changed (again this doesn't look good) Here's what I want it to do (assuming I'm using split panes in the order I said above): 1. If the user grabs one of the vertical split panes to resize ( either top or bottom), both split panes show a "resizing" bar and then resize together upon unclick. 2. If the user grabs the horizontal bar, it should resize all 4 pane's height ( this is a given since its the parent split container) 3. If the user grabs the cross section of the vertical and horitonal bars, the user should be able to freely resize the panes (again, like Max or Maya). Here's my theory on how to do it: Basically, don't allow the split panes to be resizable. Then use OnClick, OnRelease, OnMove events to track the user actions and draw a rectangle the size of the splitter over the controls (if that can be done). Then after the user releases, update the splitter distances of all 3 split panes to the new X/Y coordinates. I wanted to ask to see if anyone had a different (and reasonable way) of resizing 4 panes similar to this. I was really hoping that WindowsForms would allow me to just select 4-way split instead of just horizontal or vertical :S Many thanks, .ilarion
  8. There's lots of resources out there that show you what you can use in your XBOX games. This series of video tutorials is a good starting point. He shows you how to use audio and sound within an XBOX game: http://blogs.msdn.com/dawate/archive/2008/02/05/building-a-3d-game-in-xna-from-scratch-free-video-tutorial-series-now-available.aspx Eventually you may want to use custom importers sooner or later to load your own file formats. There's several tutorials out there that show you how you can achieve this (though most of those tutorials show a basic example) http://www.ziggyware.com/readarticle.php?article_id=69 But yeah, you shouldn't have any issue with file formats since they're compiled into .xnb files
  9. Thanks for the reply! It definitely helps me to understand a bit more of what I need to do. Although I'm still unsure about how animations should be played out in a scene, you gave some good insight. Thanks
  10. Hi all, Sorry in advance if the following doesn't make sense... I'm trying to design a game that will have several scenes in them where the characters are doing different actions. From an imagination stand point, I can fully visualize what I want to happen. However, from a technical stand point, I don't quite understand how animations are handled in that case. From what I understand, animations for models are basically stored as part of the model. Jump, run, walk, idle, etc are just repeating key frames on the animation time line. However, how do you control a scene (or in-game movie)? Are you still calling on animations that are part of individual models? Or should there be a scene file that holds that information (especially if its an animation that only occurs in that specific scene)? How are cameras controlled during animated scenes? For instance, (and this only for example sake) if I wanted to recreate the opening scene of Metal Gear Solid 4. They have a low shaky camera, that looks like its being held by an actual cameraman and not on some type of A -> B track. They have multiple animations and effects occurring. I just like to get a sense on how that was accomplished. If there's any good reading material that you can point me to, it'd be very much appreciated. Thanks, .ilarion
  11. "Allot of people likes C# and Microsoft Visual Studio. But C# only works for Windows :(" Check out XNA if you're interested in using C# for games on the Xbox360