• 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

Roasted Goblin Flanks

Sign in to follow this  
Followers 0


Today was sort of a goofing-off kind of day:


This early in the game, it's tempting to start coding up a whole bunch of skills and crafting recipes, but it's sort of a mistake. This phase is what they call building a vertical slice: a small gameplay "area" where you can test out everything the game has to offer. Until you get your vertical slice built and tested, it can be a waste of time to start piling on the skills and recipes and icons. At least for me.

However, at some point you do need to start making concrete data, data that can form the foundation of the game. When is that? I couldn't say, honestly. It's something I've always had a hard time knowing: when to transition from building "test" this and "experimental" that, over to constructing the final (or at least semi-final) game data. When do I stop building throwaway goblin flank recipes that flag you as a cannibal, and start on the "real" stuff? (That's not to say the Roasted Goblin Flank won't make the cut; it's still early to rule that out).

There is just still so much I have to do before I can really worry about that, though. I mean, I don't even have a proper AI yet. The enemy mobs are still just running around on a TestRandomWander controller. You might as well call them Ambulatory Goblin Flanks, for all the real challenge they pose for a hungry Goblinson Crusoe, well-stocked with tinder for the casting of fireballs.

I did work today on the stuff to generate the spell description text. It was hard-coded before; now it uses the spell name, description, and required-resources data to build it. I need to add color-coding at some point, and that's going to complicate it a little bit. I did change the spellbook population code to adjust the spacing, in order to allow for longer descriptions than can fit in a 64-unit tall box.

Fun stuff.

Sign in to follow this  
Followers 0

1 Comment

Love the progress, you have been so busy these past couple of days and it really shows bro!


Share this comment

Link to 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