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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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Alpha_ProgDes
http://www.ccs.neu.e...e/prologue.html


(define BOARDWIDTH 200)
(define BOARDHEIGHT 200)
(define STARTPOSITION 50)
(define BOARDBKGR "blue")
(define GAMEBOARD (empty-scene BOARDWIDTH BOARDHEIGHT BOARDBKGR))
(define ROCKET .)
(define UFO (overlay (circle 10 "solid" "red")
(rectangle 40 4 "solid" "green")))
(define FLATBED (rectangle 60 10 "outline" "black"))
(define (SPACESHIP option)
(cond
[(= option 1) ROCKET]
[(= option 2) UFO]))
(define SHOWNSHIP (SPACESHIP 1))
(define V 10) ;Velocity
(define A 1) ;Acceleration
(define (distance t) ;t = Time
(- (* V t) (* 1/2 A (sqr t))))
(define SPACESHIP-BOTTOM (- BOARDHEIGHT (/ (image-height SHOWNSHIP) 2)))
(define (render-shownship x y)
(place-image SHOWNSHIP x y GAMEBOARD))
(define (create-rocket-scene.v7 t)
(cond
[(<= (distance t) SPACESHIP-BOTTOM)
(render-shownship STARTPOSITION (distance t))]
[(> (distance t) SPACESHIP-BOTTOM)
(render-shownship STARTPOSITION SPACESHIP-BOTTOM)]))



This code is based off of Chapter 1 of HTDP. I've gotten this far and it wasn't as bad as last time. And it's been 5 years (I can't believe it) since I've touched this language. The only issues I have really are two things.

  1. I couldn't find a way to do one of the suggestions. Which was: How would change the program so that the rocket lands on a flat rock bed that is 10 pixels higher than the bottom of the scene? Don't forget to change the scenery, too. When I tried adding another function call to render-shownship, I kept getting an error.
  2. The spaceship goes down to the bottom of the screen, then accelerates up the screen. I'm a bit lost on why that is.


Outside of those two things. I'm quite happy with my progress. I've thankfully gotten over the prefix issue as well, lol.
Alpha_ProgDes
The story is based in a fictional world, that is quite similar to our own. This will not be Dragonball Z. No lasers, flying, or 5 minutes power-ups. There will be some instances of chi manipulation but nothing near the DBZ level. Nowhere close or even halfway. The names of the characters are still in fluctuation. The titles will be static for the most part.

The story will be told from the eyes of different characters. It won't be all one person.

For instance, in Lesson One, the viewpoint goes from the Pupil (or young one, as the Master referred to him) to the two Observers. I hope to not make the transitions too confusing or confusing at all.

As each Lesson is posted, right now in Writing for Games forum, I will post a link here as well. Also, each Lesson will have a link to the next lesson. Drafts or incomplete work will be posted here and the finished work in the Writing for Games forum.

I don't expect the stories to be great and spectacular on my first go around. But I hope for them to be at least decent and enjoyable.


So in advance, thank you for reading [smile]
Alpha_ProgDes
Well I'm almost finished my Bachelor's degree. I've spent a year in Oklahoma far away from family and friends. I must say that it's been quite an experience. I've learned alot about myself and realize that I have alot of character changes to accomplish (ex: procrastination, oy).

After my degree, I believe I'm going to go through all the Workshops and my Ultimate Japanese book. By 2008, this time I hope my algorithm, problem-solving, and programming skills improve greatly. Hopefully all this relearning and refining, gives me time for martial arts and an actual life.

Well to all Happy Thanksgiving. And feel free to tell your experiences during this last year or just about growing in general.
Alpha_ProgDes
You know what the hardest thing about Lisp/Scheme is?? No, it's not the parenthesis or that everything is surrounded by parenthesis. Oh nooooo, it's that damn prefix operator!!!

**shakes fist, with flames bursting from wrist and brimstone hailing onto Silicon Valley**
Alpha_ProgDes
...and decided to take my own advice. Since rediscovering the joys of programming and game programming, I dusted off my Game Maker program and gave it another whirl. It it becoming a fruitful and enlightening experience. Even in a drag and drop environment, understanding the flow of events the "code" that executes those events is crucial. I've spent 3 hours alone--partially because I'm blind (figuratively)--trying to figure out an animation situation. Unfortunately, I still have another animation situation I'm trying to figure out [smile].

Right now this is a just a demo. This sorry excuse for 1s and 0s has MegaMan and PharaohMan. All MegaMan can do shoot and jump--but not both at the same time--and run. PharaohMan just shoots randomly and teleports to different sides of the room when hit.

Hopefully I hope to have this implemented:

  • MegaMan can jump & shoot and run & shoot
  • Some sort of simple physics when either character gets hit
  • better shooting animation for PharaohMan (check! 5/07)
  • score and energy bars
  • either scrolling of the background or dynamic background
  • multiplayer

For now, just download, shoot at PharaohMan, then delete [grin]
Thanks for reading (and hopefully downloading).
Alpha_ProgDes
I have the worst procrastination-itis in the world. I have 4 papers due on the 24th and I haven't started any of them yet. [flaming] I suck. I went into some sort of slump, which happens every semester. Now I can't get out of it. Anyway, hopefully I'll get enough gumption to hurry and finish. Geez. Me.

In other news, I passed my second test in my Hung Fut Kung Fu training. I've done Basics, and Adult Short Form. I'm quite sure what the next form is, but I'm excited. Unfortunately, there never seems to be enough time in the day.

Another thing I want to do is get some people who are interested in Dreamcast programming together and tinker with it alot. Hopefully we'll get 4 or 5 people and see what happens.

Well that's all for now. See you again in 6 months [smile]
Alpha_ProgDes
Well after 3 months (on and off) of Hung-Fot Kung-Fu training, I'm going for my basics test. My flexiblity is still horrible but hopefully I'll be able to work on that during the Christmas break. Also I got two wonderful new books: Data Strucutures for Game Programmers and Tricks of the (Actual) 3D Game Programming Gurus. The latter is massive and very intimidating. I won't be reading that book until after I finish Tricks of the Windows Game Programming Gurus and Data Structures for Game Programmers books.

During my Winter Break, Japanese will be my language of choice. I'm still having trouble memorizing the hiragana. I only (barely) remember 30 of the 45 characters. Oy!

And I'm finally finalizing my plans to move out! Woot!! Now I just need to save up enough money and not get sick again, so I can do it.

Later!
Alpha_ProgDes
As most will be able to see, I tend to use the Yin/Yang symbol. I think it's appropriate seeing that I'm taking Hung Fut Kung-Fu, a derivative of Shaolin Kung-Fu. I hope I'm able to balance, if not juggle, 15 credits, learning game programming from Tricks of the Windows Game Programming Gurus, and Kung-Fu. Oy! Nothing would be more satisfying then being able to accomplish all things this semester.

As of now, my Kung-Fu is hindered by my lack of flexibility (emphasis on lack) and WGP will not see any progress from me until I properly figured that damned resource editing. I forgot to mention I'm trying to get the basics of OpenGL down as well. So yes, I'm certifiable and no, I can't split in three much less two. My OpenGL learning is just hindered by time and a need to sleep and get to work on time (hee hee, forgot to mention that as well).

Oh well, hopefully everything will smoothly work itself out as the semester progressing. If not, it'll be time to set the priorities (which have already been done) and implement the strategy.

/me sighs heavily

Pray for meh!
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