• 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

Refactored the Spellbooks and Containers

Sign in to follow this  
Followers 0



So, I went ahead and refactored the spellbooks and containers/workbenches UI. I initially had made it possible to have more than one workbench open, but I kind of just don't see the point. The containers as they were weren't very useful, without descriptions, so I modified the player UI so that only one workbench can be open at a time, and workbenches will supercede one another, sharing the same spellbook widget. I also refactored the quickbar spell selection book to use the same widget. Having the text descriptions makes a huge difference. At some point, I'll need to work more on those descriptions, though, to make them more comprehensive.

Next up, I need to build a widget to show the player's resource inventory. This one might take some thought. I'll certainly want to use smaller icons and captions than the action buttons use, since a 64x64 icon for a stack of wood is just wasteful of space. Probably make them 16x16 or 32x32, maybe split the difference at 24x24; I'll have to see. This widget will probably just be a simple scrolling list of passive icons+captions showing name and quantity for now, but I could see it being a pain in the ass once the number of resource types gets large enough, at least without any sort of organization or categorization.

Speaking of categorization, right now I'm just dumping testing skills into the quickbar spell library, and on a unit's first turn manually populating quickbar buttons with them as I use them. I'll likely split things out a bit more, though; you know, add a Build icon to the bottom action bar next to Move, Loot, etc... this would pop up a spellbook with all of the player's building skills, for erecting workbenches and stuff. Also should do a Spells button, to show all combat spells. I'll need to think about this, too. I really need to ensure that finding the desired skills and spells in the various spellbooks is not a pain in the ass.

It's still a tedious job, this UI stuff, but I'm actually kind of having some fun with it now.

Sign in to follow this  
Followers 0

1 Comment

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