• 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.
  • entries
  • comments
  • views


Thanks for providing the code!
One question about InputConstansts.h:
The enum values (ACTION_ONE, ACTION_TWO, STATE_ONE) you defined are very abstract and general. Do you think it would be a good idea to define values that are specific to the game like ACTION_USE and ACTION_SCOLL_MENU_UP?

Share this comment

Link to comment
Yep - the idea of the ranges, actions, and states is that they should be game-specific. So STATE_FIRE_WEAPON and ACTION_JUMP and whatever else :-)

Share this comment

Link to comment
Well ok, but then your current code does not work. Inside all your classes you use your defined enums ACTION, STATE etc. But actually the user of the input system has to define it's game specific enum and the maps have to use this user defined enum.
For example it should be this:
enum AStateThatTheUserDefined {

std::map<RawInputButton, AStateThatTheUserDefined> StateMap;
How could I do this that the code works with every used defined enum?

Share this comment

Link to comment
Erm... not sure how the code "does not work"? The whole point is that [i]you[/i] provide the definitions for the game-specific actions/states/ranges, replacing the provided values with the ones you need for your game. For instance, instead of ACTION_ONE, you'd put in ACTION_JUMP, and use that value throughout the game code.

There's no magic going on that can guess what ACTION_ONE really means to your specific game; it's just an example of a dummy action so you know where to drop in your own enumeration values. The only part that's meant to be generic and reusable is the mapping/context layer. You still have to do some work [img]http://public.gamedev.net/public/style_emoticons/default/wink.gif[/img]

Share this comment

Link to comment
I remember you telling me about this once upon a time. Thanks for the generous contribution!

Share this comment

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now