• 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

More on Components

Sign in to follow this  
Followers 0


The past few days I've been implementing the Component-Entity model in my current game prototype. I didn't like the way it was progressing in my previous implementation, the objects were getting large and the inheritance was already getting out of hand. It was a classic case of abusing inheritance where I should have favoured composition. Although my code is a prototype, it may turn into more - and even if it doesn't, it was becoming unmanageable.

So I took the code from my recent journal entry and started working it in. It's heavily inspired by Unity's model. In Unity, the base GameObject is both a scene graph and a component container. In Unity, the GameObject is also a sealed class, which prevents you from inheriting from it. You're stuck with what they give you.

The "base" components I've put in place so far:

  • Transform - A 2d transformation component which holds position, rotation, scale and things to do with placement in the world
  • Camera2d - A 2d camera which is the "window" on the world
  • Renderer - A 2d sprite renderer
  • Behaviour - A base component which is intended to form the basis of custom logic

    Using these 4 components I've been able to pull apart my previous efforts and compose my world. I've then split apart my existing game logic into several other behaviour components. This includes everything from movement, targeting and weapon fire.

    There's a few things I've noticed from Unity's implementation, and therefore mine. Most (in fact almost all) GameObjects have a Transform component. So many, in fact, that I've chosen to create one on default construction of the GameObject and have added a shortcut property on GameObject which lets me get to the Transform quickly. I've also followed Unity's lead and added a GameObject property to retrieve the object which this component is attached to.

    It's interesting as some Component-Entity models dictate that components can only communicate with others via messaging. That is, all components have no knowledge of each other or direct access to each other. Unity's model breaks this in half, and suddenly you're able to access other components on your object (or indeed other objects) by accessing this.GameObject.Transform, and so on. Personally, I don't mind this. In my system, the Renderer needs to know the position of an object, and many behaviours need to modify it.

    Right now I'm looking at the Scene Graph part of GameObjects. You can attach and remove them to each other and cascade Update() calls, but I'm looking at the matrix transform aspect of it now to allow you to set child objects relative to their parents. That won't take long to sort out.

    I'm looking at adding a generic messaging and/or event system to the GameObjects/Components. This would allow other objects to subscribe and react to asynchronous messages from others. This would be handy for damage events, or anything else that needs to observe events from others.

    I'll probably post another update with some details of the implementation.

Sign in to follow this  
Followers 0


There are no comments to display.

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