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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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Inventory display

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Did a quick and dirty resource inventory listing widget:


Also added a health readout to the character panel. I'm getting near to the end of my list of "mandatory" UI widgets to implement, before I settle back into the gameplay. These are things I kind of needed. The forms you see here will probably change (possibly many times) before I'm done, but at least for now they're functional enough that I can be moving on. One task I'd like to implement before I continue on with gameplay is color-coding of required resources in spell/skill descriptions. I'd like to code them so that resources you don't have enough of are colored red so you can see at a glance what resources you lack. I'd also like to get basic hover/tooltip functionality in, for hovering over objects in the world and over spell/skill icons to get additional information. These last few tasks are going to require some boilerplate to handle the formatting and color-coding of panes of description text. Work permitting, I'd like to write that code tomorrow.

Once I get to a certain point UI-wise, I'd like to do a small vertical slice. Not even a full vertical slice, just a sampling really. A sample mission/quest of sorts, to farm out to a few friends and acquaintances for some gameplay testing. Before I get too much deeper into this, I'd like to get some feedback on how well it plays and find out if what I'm doing is working. Now is the time to change/tweak things, before I've really piled on a huge load of content.

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Coming along very nicely! Keep up the good work! Bet it feels good to see progress!


How's WY right now? Snow there? We just got 3-5inches here in SD....




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No snow yet. Was nice today, hauled some dirt to re-set my water meter box and started boxing out a flower bed by the garage for my wife to plant next spring. Got the leaves raked up finally.


What do you mean by getting ANL updated? I haven't really worked on it in a couple months, but it's functional and operational right now.


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