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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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I've changed quite a few things since my last entry. First of all, I hit a wall in my Unity rip-off component system. Quite simply, I found it really shitty to work with.

Instead, I took cue from Juliean and took a look at Alec Thomas's EntityX system, and then at Richard Lord's Ash. After pondering these over a bit, I threw out what I had and started again.

I now have:

  • Components: Purely data
  • GameObjects: A simple entity which "holds" components
  • Systems: Things which manage collections of Components or game objects
  • Messages: The way systems communicate

    I'm looking at adding in a "View" or "Node" system to let systems manage "Nodes", or groups of components. Ash has this concept, and it's quite interesting. It allows your system to say "subscribe me to objects with component A, B and D" without having to look them up.

    Anyway, now I picked up an old project idea and started to run with the new system to see how it worked, any I'm quite happy.

    I like using code names for projects. Mostly because I don't have to think of a game name on the spot - my latest project is called Ocyphaps. It's based on an old Amiga classic with trappings and inspirations from Terraria.

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WIP names are important to me to help solidify the concept of the game in my mind - even in the very early stages. I usually pick some (really cheesy sounding) name that captures the main feel that I'm going for (e.g. "AdventureFar", "Wanderer", or something similar).


About Entity Component Systems, does your "Entity" hold the components, or do the systems? Also, do you connect components by signals-and-slots, or only by messages?


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My GameObjectManager creates the components and then exposes Nodes to the systems who then hold them.


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