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      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.
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Gitin' it done

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havsmonstret

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I've just been soaked in work last week but it's clearing up. Some spare time has shown itself allowing me to work a little bit on my game though. Some stuff has been changed around and I've finally gotten around to learn Git and got myself a GitHub account set up. I have decided to publish my code there in a public repository, for the time being at least.

I got a small GameState system up and running and started with the message box as Ashaman73 pointed out would be smart in my last entry. After a bit of thinking I got the message box worked out just the way I want.

I'm not really satisfied by the font rendering in XNA. I created my own SpriteFont texture of the Consolas font but it's not really there yet. I might try out some different font processors (such as the VectorFont processor in Nuclex Framework) and see if there's any difference for the better.

Here's a demonstration of the message box in the current state: You can set different colours to every single letter, scroll through all the messages and they automaticly wrap depending on the width of the message box.

iOL17CG.png

The next step is the tiles and tile manager. I'm not the greatest artist so I will probably start out using some free sprites to spend the most time actually developing the game. Maybe Oryx's famous Lofi Fantasy set. I would probably be stuck forever trying to create some sprites as I'm pretty much a perfectionist.

If anyone is interested in the source code you could look at it on GitHub. (EDIT: The repository is currently out of date as I'm shifting around some stuff in the project).

I've done a lot of experimenting with tiles before so hopefully this next step will be a fairly quick and painless milestone smile.png

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I love old school roguelikes, they're what got me started with gamedev. But I must ask you: did you actually intend to name your journal 'Modern Rougelike', perhaps ironically? Because I gotta say, it bugs me a little bit. biggrin.png

Keep up the good work!
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I love old school roguelikes, they're what got me started with gamedev. But I must ask you: did you actually intend to name your journal 'Modern Rougelike', perhaps ironically? Because I gotta say, it bugs me a little bit. biggrin.png

Keep up the good work!

 

Edit: Misunderstanding, no that wasn't intentional. Got it fixed :)

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I suspect he might have been objecting more to your misspelling of "roguelike".

 

Well that was embarrassing, fixed now though.

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