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      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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Adventures in Rogue Development

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coremarq

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Been a while since I've done more than Lurke these parts of the interwebs. Ha, it's been so long I got a bit lost in trying to figure out how to start up a new journal. The site is looking great by the way.

Been bogged down by life and so much more... but lately I've been rather motivated and enticed to code all through the nights. Starting with a remake of one of old games. An extremely simple civilization type game, Somehow morphed into a Rougelike project. Something I've tried in the past but lack of time for the project made it difficult to keep progressing.

Things are just clicking this time, and I think that's whats keeping my interest so much. That and I feel a little bit more disciplined with this project. Far more "Want a feature, than code it" instead of "Want a feature, let's think for days how to implement it". I'm hoping this journal will help keep that motivation going, having it in the public eye.

So far I have the dungeon (terrain) portion pretty much finished. The game will generated the desired amount of floors and allow the avatar to traverse the floors up and down. Keeping things simple the only features special to the dungeon, are the stairs and doors. LOS/vision is accomplished using Bresenham's (super-cover) line algorythm to cast rays around the avatar and calculate visibility. I'll be honest this was probably the hardest part so far, and I still don't quite understand how it works the way it does.

A short video, hopefully to make that all make sense :)


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Awesome. In all the constant fuzz of "I have this great idea...", "I was thinking it would be neat if..." going on, its really refreshing to see someone actually just doing something like this :)

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Thank you guys for the encouragement. Been a while since I've been this excited about one of my own projects.

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