• 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
  • comments
  • views

VaW progress: Week 6

Sign in to follow this  
Followers 0


Hello once again!

This week, I've dabbled in a bit of scheduling, path finding, and map-editor-making...

Screenshot time:

It looks a bit more interesting this time! I've started to make a map editor, which at this moment in time is very primitive. The only thing you can do with it at the moment is put assets around the place. And when I press the reset button, it all disappears and we're left with the same thing you've been seeing for the past few weeks. But it's a start! To get into the map editor, just hit the '`' key (the one to the left of the '1' key), which allows you to enter Ruby commands via the terminal, and type 'start_map_editor'. To stop, do the same thing with 'stop_map_editor'.

I've added a scheduling system to the AI, inspired by Source Engine's thinking system. At a basic level, you can delay the AI run method from executing for a time using the delay method, passing the amount of time to delay in seconds. More interestingly, you can schedule functions to be called at a later time, by using the schedule method, passing the function to call and the time to delay the execution in seconds. You can use Ruby Procs, Lambdas, and class methods, like so:

class ExampleAi < Ai
def this_works
puts "This works!"

def init
# scheduling the class method this_works to be called in three seconds
schedule :this_works, 3.0

# using a Proc
this_also_works = Proc.new { puts "This also works!" }
schedule this_also_works, 4.5

#or just
schedule Proc.new { puts "This also works!" }, 4.5

# basically the same thing with a Lambda
schedule lambda { puts "This works too!" }, 6.0
An example of where this would be useful is when you might be running a bunch of stuff that needs to be done per frame, like moving along a path, in the run method, and then scheduling a function that checks the world conditions and modifies the current state of the AI depending on those conditions, so that the code in the run method will do something different. Or maybe you could schedule pathfinding every so often so that you can chase some guy who's running away without bogging down the CPU with pathfinding every single frame!

Speaking of pathfinding, that's another thing I've added. This is the first time I have actually dabbled with it! Before touching VaW, I decided to implement an A* algorithm in Pascal. I chose Pascal because the CRT unit is so useful for basic terminal graphics! I haven't found a C++ equivalent yet (although I can't say I've tried looking tongue.gif). The first time I saw it work, even with a tiny wall separating the start and finish, was a big 'wow' moment for me! Here's a quick screenshot of the finished program:


Then I started implementing something similar for VaW. Rather than using grid spaces as nodes I've created a Node class so that I can put instances of them in optimal positions around the map. The only heuristic at the moment is the distance the current node is away from the end. I haven't really given it a proper test yet but I want to get the map editor up to a reasonable standard first, so that I can intuitively place nodes around the map rather than guessing and sticking them in various places via a script.

That's it for this week! Thanks for reading, and any comments are appreciated!

See you next Wednesday smile.gif


Sign in to follow this  
Followers 0


There are no comments to display.

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