• 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

Quick-bar, Inventory Access From combat, etc...

Sign in to follow this  
Followers 0


Obligatory nightly screenshot:

Today I implemented inventory views in the combat control panel interface. An inventory view acts as an observer, tracking an inventory full of items and presenting a grid layout of icon buttons. In the above shot, you can see the 3 button (currently) main menu with the Walk, Items and End Turn buttons. Just below that is a 8x1 inventory view of the unit's Quick Bar, a bar of skills that the player can access through hotkeys or through the quick bar which is always visible when the unit is taking its turn.

The green pouch is the Items button; selecting it toggles the Item inventory view, which opens a window into a 10x10 grid of items. You can see a view of that inventory with 3 items contained, displayed as the 3 buttons below and left of the main panel.

Items are now stored in a database; and by item, I mean anything that can be "used": crafting components (still to be re-implemented), magical artifacts, weapons, spells, etc... The database is accessed by item/skill/action name, and accessing it will create a clone of the requested item. Arguments to the item clone system include specifying a set of Power Levels for the creation of the item clone; character stats and, in the case of crafted items, material components, can alter the Power Level of an item, for greater or lesser efficacy. You can also specify (as an override to the item default) a Number of Uses value, for limited-use items.

I envision the systems of Goblinson Crusoe to be driven by scarcity: scarcity of food, scarcity of magical power, etc... Each item you craft, each spell you pen, represents a consumption of precious and limited resources. It is this scarcity which will drive you from island to island, always seeking new sources of energy and magic. Nothing is permanent, not the staff you craft with which to bash foes, not the wand you construct to cast fireballs. Everything represents a tradeoff. Should you use that Crystalline Shard to craft a Looking Glass with which to scout the terrain ahead, or should you save it instead for a Burning Lens to scorch the enemy?

To this end, most items/skills/spells will be of the limited use variety. Attrition will continually be nibbling at the edges, trying to bring you down. Allowing yourself to be ambushed in the wild with depleted stocks of materiel can be deadly. Yet lingering too long in one place, harvesting the land bare, can be just as deadly.

Right now, though, you've got a quick-bar full of unlimited-cast fireballs that deal exactly 0 damage, and a red sword that stabbity stabs until the cows come home. Note to mention an unlimited capability to cast the magical blue healing pools that give life.

Sign in to follow this  
Followers 0

1 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