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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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There's monsters in here

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freeworld

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Nothing super spectacular, well actually it is for me, but it doesn't look it.... Found a major bug of sorts in my dungeon generation algorithmn. it refuses to put corridoors were I want them. On top the fact life has been throwing me curve balls left and right, I'm sparse on time.

My factory implementations aren't as concrete as I thought they were. Unknown design issues with third party types threw a big wrench into things. I hacked together a quick chunk to get things loading and displaying correctly, but I'm going to need a refactor. Which I think I'll use my next chunk of time to do. Gotta clean things up every once in a while and make sure I'm staying on track with my original goals.

I use a sorta factory design to load in templates of everything. Such as a creature factory that loads all the base templates of each creature type. The rest of the program is supposed to then be able to create new creatures from the templates. Unfortunately some of the objects with my objects are sensitive :( . Several implement copy constructors and so forth, but I failed to read about the various variables that don't get copied and must be set through the new objects interface.

This made me get sickly dirty to hack together the copying outside of the factory for the video.



Till next time happy coding, I'll have a walking player and traversable floors by the next update. *cross my fingers*

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