• 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

REP Engine Updated and New Font System

Sign in to follow this  
Followers 0


REP Engine Updated

I spent most of last night getting REP Engine updated to use the new code base as it was quite outdated by now. I also have somewhat of a project template that I'm using now (based off of SAGE) that I wanted to update REP to. The template starts me off with a splash screen thingy, a state system, a basic scripting system, and storage; basically the stuff I need to get a prototype off the ground really quick. Anyway, REP is back up and running, but I still need to decide on a project for that.

New Font System

I spent some time yesterday going through and finding some free TrueType and OpenType fonts (around 15) to try out for SAGE just to have only one of them actually work with XNA's system; this frustrated me A LOT (I spent about 2-3 hours scouring for the fonts.) I've also been kind of bored with the system as it doesn't offer much, so I decided to go back to AngelCode's Bitmap Font Generator (http://www.angelcode...roducts/bmfont/). I spent about the last two hours going through and getting the system up and running and some nice features implemented:

  • Alignment (and eventually auto-ellipsis support; maybe some other stuff)
  • Formatting (current text coloring)
  • Effects
  • Batching

    Alignment is easy, so I won't cover that. Formatting is done via BitmapFontFormatter; basically it allows you to color strings based on indices. So, if I want to color the first 5 characters:
    Formatter.SetColor(Batch, 0, 5);

    Effects is the cooler part. Basically it is a class that allows you to modify character glyphs on the fly. Currently I have a sine-wave effect, 'flashing' effect (highlighting characters one at a time), and a flipping effect. Each is adjustable and the flipping effect has two modes: single character or whole string. The single character mode just moves through the string flipping one character at a time while the whole string mode flips each character until it reaches the end. There is a little quirk with the whole string mode: if you don't use batching, the string will flip, but as soon as it gets to the end, the string goes back to normal. This is pretty much as designed; without the batching, the glyphs get generated on the fly, so one it reaches the end and goes back to the beginning, the states are all reset (the effect works by setting the state of the characters from the beginning to the current index each frame.)

    Using a formatter and batching is not necessary; you can simple call SpriteBatch.DrawString() as normal (via extensions.)

    Here's a shot showing the testing I was doing:

    I also updated the UI system to use it:

    While the UI system does support effects (the sine-wave effect is being used in the shot above), they have to be set manually and do not adhere to state (so, the same effects are used across each state.) In the future I may move them into the theme system and allow them to be set per state and such, but I don't believe it is really worth it at the moment (though, it'd be really cool to have the sine-wave only show up when hovering over. Maybe later lol.)

    Demo Update

    I am still working away on the demo; I've been working on some different scenes the last couple days. I've decided to skip the editor at the moment. I'm aiming for this weekend, again (maybe Friday so I can get it out in time for Weekend Reading), but I can't make any promises. Other than it will more than likely be REALLY ugly lol. Here are some of the concepts I did up last night:

    The stairs and perspective are a little off, as well as it has a kind of MC Escher appeal due to the lower wall. So, I tried again:
    Stairs are better, the MC Escher is still there. Hooray for programmer art!

    Now, back to work!

Sign in to follow this  
Followers 0


I love these types of screens, reminds me of Sierra games (Space Quest in particular). However, I think the upper floor should align its walls with the lower floor.. or something. The corner at the upper door seems offset to the lower floor.

Keep it up! :-)

Share this comment

Link to comment
[quote name='O-san' timestamp='1338491239']
I love these types of screens, reminds me of Sierra games (Space Quest in particular). However, I think the upper floor should align its walls with the lower floor.. or something. The corner at the upper door seems offset to the lower floor.

Keep it up! :-)

Thanks O-san, I appreciate the comment! The upper floor is exactly why I did two versions; I just can't seem to get it to line up properly and have the stairs still look decent.

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