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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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Unfortunately no video, the view component is my next big hurdle though.


I've been putting most my effort into getting the dungeon generator up and running before getting things on the screen. The dungeon is a container the holds a series of floors. Each floor contains a terrain, monsters and items on the floor and other various objects that exist on that floor. The idea is that when the player enters a floor, the game will pull the floor from the dungeon and use it as the active floor. When the player leaves the floor, it gets saved back into the dungeon at its current state.

To generate each floors layout I'm using a rough binary space partitioning method. Starting with a starting quad that covers the entire bredth of the floor. I then randomly split the quad in half along with the resulting childs. This splits the floor into a series of neighboring rooms. I then randomly delete some of the rooms, while making sure they are all still connected.

For now the generator then randomly places monsters and items throughout the floor.


I settled on a list of every action I want to support. I split the actions into different categories based on the data required to perform the action. Combat actions are rather small, but refer to any action that uses the creatures equipped weapon.

Equip actions, once again small, refer to ofcourse equipping items. unequipping, dropping and picking up items also fit neatly into this category. Terrain actions for things like moving, opening doors or using stairs. Lastly, consumtion actions are for use items in the inventory. Things like eating food and drinking a potion. I grouped using wands and throwing into this category aswell. it might seem like it makes sense to put those into the combat category, but the data required makes it fit better in the consumable list.

Consumables are pretty boring by themselves though. Most if not all will have a related effect. effects can be simple things like "IncreaseHealth" which will increas the targets health by the given amount. Effects are further described with what are valid targets for the effect. Items like a potion of healing might actually use a "IncreseUsersHealth" effect that only allows targeting the user of the action. A wand of healing on the other hand would allow targeting the user and other creatures.

This does limit the combinations of item types and the effects that can be associated with them. Such as equipment won't be able to have effects like that of a healing potion. I do want to keep things simple though so no biggy if I can't make crazy items like an amulet that casts fireballs.

Next I WILL have the basic view put together with the logic to move the camera around the floors and traverse up and down them. 'Til then happy coding.

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