• 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

Guitar, Tatoos and a little programming

Sign in to follow this  
Followers 0


No kids for the weekend... already feels weird. Plus no Sunday magic... and most everyone is with family for the holidays... ah what to do with my time. Well I did some hardcore programming to pass the time. Accessing some of my achievements and future milestones for the project, here's a short version of were I stand.

- Implemented Phase system (my glorified state machine for turn based games), I've rewritten this boiler plate for the last 3-4 projects, I really should abstract it for future use after this project.

- Implemented UpkeepPhase
--- Draws a token
--- Resets resources
--- Processes auto abilities (resource generation only)

- Implemented SetupPhase
--- Allows playing tokens from hand, onto the game board
--- Properly purchases and validates tokens cost
--- no restrictions on where tokens can be placed yet
--- no restrictions on the amount of a type of token that can be played per turn yet.

- Token, hand (deck, library, graveyard), ability, resource, player and game board boiler plate completed.

Future goals and milestones

- Implement pre-action phase
--- Allow assignment movement and attack orders
--- allow playing ability only tokens, but restrict permanent tokens.

- Implement post-action phase
--- process all move and attack orders
--- cleanup dead tokens

- implement secondary setup phase
--- All I should have to do with this, is push another copy of setupPhase onto the stack.

- implement Cleanup phase
--- clean up dead tokens
--- regenerate tokens still alive.


With those four phases complete, I should be able to hit my major milestone of being able to play through a complete turn.

Now take a break from code speak... here's a small tune I've been messing around with for some time now. Yes I know I play guitar like a french dude drinks tea... If I could just keep my pinky down, I might actually be able to up my speed. It's just a habit I can't break though...


Here's my work in progress for the next section of my right sleeve... titled 'The Great Struggle', Gonna redue it so he's coming out of the flames, instead of what is supposed to be dust kicked up from him fighting with the vines to move forward. And the overseer, has to be repositioned to go on the part of my body I want to go on. And the colors, were just me messing around... none of my tats have color and probably never will.


Till next time... hey watch it with the thumb.

P.S. day three is coming soon, waiting for my next milestone before I move the story along.

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