• 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
    432
  • comments
    1166
  • views
    759371

Back to Goblinson Crusoe

Sign in to follow this  
Followers 0
JTippetts

1237 views

Now that the kid has been born and we're settling into somewhat of a new routine (albeit one with significantly less sleep involved for all concerned parties) I've found the time and inclination to pull Goblinson Crusoe back out and dust it off. Since the last post about GC, I implemented quite a bit more functionality regarding combat, etc... but the more I worked on it, the less I liked it. The most recent iteration has a very Diablo-ish feel to it. In effect, it has become what I really didn't want it to become: a click fest. Click button A, where button A is any button with a damage ability assigned to it. Click button A until the enemy dies or your mouse/keyboard explodes.

Now, I do love Diablo, and I've been enjoying the hell out of the Diablo 3 beta. But a click-until-stuff-dies-fest is just not what I had envisioned for GC. I'd envisioned more of a tense survival-oriented scenario, where actions needed to be carefully considered in regards to resource balancing, etc... So I want to get GC back on track. To that end, I've recently been experimenting with a turn-based combat system.

I've started on turn-based systems before, and the thing that I always discover time and again is that turn-based done right is significantly harder than a real-time action simulation. I know, I know, that sounds wrong. But it's true. Real-time is easy. So, so easy. But scheduling and orchestrating a turn-based simulation so that is looks sharp, feels smooth and solid, and doesn't annoy and frustrate the player is quite a bit harder for me.

Nevertheless, I've been making some progress. The current prototype hasn't come close to catching up to where the action-RPG version of GC was, but I'm getting a good handle on the scheduling and management of a turn-based scenario.

This new prototype introduces something else new to the GC universe: an experimental hex-based system, rather than the isometric system of before. Since I wanted to emphasize the tactical and strategic elements of survival as a young apprentice goblin wizard in a hostile wilderness, I wanted to introduce a hex grid. To me, hexes are so much better suited to a tactical type of game.

A final switch was the complete removal and extermination of the old hard-wired OpenGL backend, in favor of a new backend based on the Irrlicht engine. Or, at least, the Irrlicht Video Driver system. I don't use any of the 3D scene management stuff. Irrlicht has a fine, easy to use driver abstraction layer, but I've found its 3D scene manager to be sub-par for any practical project I've attempted. I much prefer Ogre. However, since GC is still fundamentally a 2D game, I only needed the driver bits. Now, the application can specify whether to use OpenGL or Direct3D for the backend renderer. This decision was forced upon me by the necessity of getting GC to work on the computers at work, which are quite old Dell boxes with Intel integrated drivers running out-of-the-box XP with no service packs. OpenGL GC worked, but it was slow and crash-prone.

So anyway, there I am. In terms of visual quality and feature set, GC has taken a significant step backward. However, already I am more pleased with the (still very rudimentary) battle system over the click-fest that the previous iteration had become. Stay tuned as I work the bugs out, and gradually re-introduce features, modified to suit the new format.

Some screens, showing the user selecting a path for movement. The red/green markers are placeholder as I try to figure out an icon set that looks and feels more appropriate. Green dots show where you can move given the current number of movement points you have left, red dots are locations out of range for current turn.

S25IF.jpg

qn9RA.jpg

1
Sign in to follow this  
Followers 0


1 Comment


Looks great!!! I love turn based games more so than real time. Age of Wonders 2 is one of my favorites, and always leaves for a challenge when play against another person!
0

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