• Announcements

    • khawk

      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.
Sign in to follow this  
Followers 0
  • entries
    3
  • comments
    9
  • views
    4478

About this blog

Remake of my old RPG

Entries in this blog

yps_sps

Isometric RPG devlog #2

After a maybe 6-8 days working on the character animation and gear system I finally finished it. I animated the character's limbs via code by rotating them/etc and not with drawing each frame separately to save time, although it is not a traditional retro-style animation method. This way I can have any sort of armor/weapon/gear on the character by only drawing few textures of a piece. The method also supports 8 different directions, north, northeast, east, etc.
60LOpfx.png

8E2cRG1.png

Once I got that working I was supposed to start working on multiplayer but decided to work on the inventory system instead, which is now the current work in progress:

mJ2gnjV.png

This style I cloned from Ultima 7/8 games inventory systems. But after I added it I've been thinking if I should really do a grid based inventory instead of gridless.

The advantage of gridless inventory is that player could in theory carry unlimited amount of items.
The disadvantage of such inventory though is that stacking items becomes an issue, with grid based inventory system stacking items would be the easiest.
But I cannot really decide which one to use... though I'm leaning towards grid based

What do you people think, gridless inventory or grid inventory?

Have a nice weekend tomorrow!

yps_sps

Isometric RPG devlog #1

So I've been working on this isometric RPG for some weeks now, which is actually a remake of my old 2-player splitscreen RPG from years ago. This project is now my so to say "final" project that I will focus on my free time.

Originally inspired by the Ultima games, Veil of Darkness, Fallout and other similiar oldschool games.
Been working on the player character, animating it and added basic item system structure.. currently only having 2 items so far though, gold and a wooden club. The good thing is, I can copy item textures from my old RPG so no need to redraw them, and I got up to +150 item graphics on my old RPG hehe.

Not much graphics drawn yet for isometric perspective but a bunch on the image below. I'm not really very good at drawing graphics but I try my best

Here's a screenshot of it atm
TFGRzJn.png

After I finish the character animation with visible gear so it shows what's currently equipped on the characters, I'll move to working on basic 2-player multiplayer code (over the internet, not splitscreen this time). Which basically is done already, I just need to import it from my earlier project.

Have a nice day now!

yps_sps

Long time ago I sorta burned out on programming. I had to keep a break for several months not touching any code and couple of weeks ago I finally decided to come back with "a fresh start"

But how I got in to it...

When I was a kid, around the early 90s, I was playing games on my big brother's Amiga 500 I got interested in how games were made and how I could make a game myself. Though the lack of internet or any source of tutorials to practise programming back then I didn't have a chance to try to make my own game on the Amiga system. The only thing close to my own game was drawing 2D graphics with Deluxe Paint on the Amiga and by using my imagination I would "play" these games within Deluxe Paint.

Years later in 1997 or something I got introduced to Duke Nukem 3D and other Build Engine games on my brother's 486 PC. One day my cousin brought a CD with him filled with levels he had created for Duke3D and immediately I got interested how I could create my own levels. I learned about the game's level editor and built my own levels on it. Later doing the same on Shadow Warrior and Blood games. (Still have few of those levels left on a CD I created back then)

In 1999 my brother bought Unreal Tournament '99 and right away I wanted to know if creating levels for it was possible... and yeah I created couple of deathmatch levels, though those levels have been lost over the years.

Also during all these years there were some random freeware games, etc. with level editors that I made maps for.

After year 2000 everything sorta changed, we had major family problems etc. The only thing to take me away from all that "bad stuff" was to create levels in various games so I could escape the reality for a while. In 2002 I got placed in a foster home where my step-mother bought me a PC, I was so grateful and I immediately installed Duke Nukem 3D and Blood to start working on new levels again. Creating my own game kinda was forgotten during that time, I was focusing on just creating levels on different games.

In around 2002, I started desinging games on paper, I made a paper-fallout and other paper-RPG games that I played with my friend.

In later years I got into a school which was designed mostly for any sort of computer related stuff. (Don't know the english term but I guess it was school for 'datanome degree') There I learned the basics of Java and C++ and finally I had a chance in game programming. I got so interested in C++ that everyday I got home I would go to the internet and read anything I could find about creating games with C++. I went from learning graphics library such as SDL to SDL & OpenGL combination to SFML / OpenGL.

I made dozens of games in C++, just for myself and my friends to play. I never released them anywhere.
Over the past 10 years I've programmed different genre games/apps, ranging from text adventure games to 2D/3D games to Minesweeper/tetris/etc bots to harmless viruses.

That's why I burned out, I made too much different kind of games and apps and I was constantly doing something new and abandoning earlier projects but I guess I could call that my "training phase".
I never found the game/app genre I wanted to work on and I had to stop and think of a project I could work on without abandoning it and starting all over again.

Well.. That's the short version why I started programming.
I'm not really good writing any "texts" such as blogs, but I tried this here.

You have a nice day now!

Sign in to follow this  
Followers 0