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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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It's been a long time since...

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dave

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Solution showing the classes of my new GUI
Well it has been freakin ages since i posted anything here and so i thought it was about time to.

Recent times has been littered with starting and not finishing small projects. This has mainly been because i have been busy with uni work.

For those of you that don't know, i am reading Computing for Real Time Systems. This is a very code heavy degree. I have put into practice something along the lines of 7 or 8 different languages:

- 2 or 3 ASMs - For various embedded environments.
- Java - Interface with hardware using JNI to simulate lifts and house security.

- javascript - Embedded into web pages.
- JSP - Used with java to give a web interface to the same simulations.
- PHP - Stand alone websites, purely for learning the language.
- SQL - Used in conjunction with PHP for obvious reasons.
- C - I was strong in this already, used as the HLL for embedded devices.
- C++ - I was strong in this already. Did this for learning OO.
- VHDL - Designed a simple CPU in software, produces schematics.

So as you can see i've been hella busy doing all this for my 3rd year. The results of this being that i passed everything, well the uni screwed me over by losing some of my coursework, so that is down as a fail despite having actually passed it.

All this has kept me from finishing the simple example of a memory manager i was writing up. I didn't realise but i had generated a bit of interest in it so i apologise for letting down those of you who were waiting for further updates. I am sorry to say that i am discontinuing for the time being because i have much more important work to begin with.

This important work is my final year project for year four of my degree. The plan, although not officially stated to uni, is to write a GUI library for DirectX and OpenGL application writers. From what i have seen there are only a few solid GUIs currently available and i believe they are not so simple to integrate into your application.

This is where my GUI aims to excel. I want it to be trivial to overlay onto your application. This ofcourse is only a simple proposition, i need to write alot of design documents before i'm truely ready to concrete any plan.

I had decided to write a GUI a good 2-3 months ago, basically towards the end of last semester and so over the summer i wrote the core components of a very basic GUI. I learned an awful lot about writing GUIs from this.

Here is a screenie of the GUI i bodged together:


I got as far as draggable windows within windows and buttons. The DirectX logo there is an imagecontrol indie the window.

Well my final year project GUI has been started and is taking shape, nothing to show for it yet though. I have used solid unit testing using CPPUnit for the first time in this project, so that is taking a bit of getting used to.

Well i will *try* to keep this updated regarding my GUI over the next few months,

Check back

Dave

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How did you find VHDL? Personly I find the syntax ackward, like everyone that added things magically made up their own syntax. Sort of like all the different naming conventions, but a 1000 times worse because you HAVE to use it.

I use it in my digital control course, but instead of designing anything, they just have us enter code to make different lights go on. It sucks, I wish someone would just give me an assembler.
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I completely agree with you.

Firstly ill go on to say that i hated that module so much that i chose to replace it with a different one for the following year.

I find it hard in general to program using languages that have no obvious flow. VHDL doesn't and so although it is a description language, i found it very hard to really visualise what was going on. On top of that i thought it was an incredibly boring language to write.

My dislike for it is probably somewhat naive and blinkered though since i only used it for a short spell and we had to use EMACS for editing. I personally don't like EMACS.
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