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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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Roguelike Back to Development

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Alright I'm probably coming off like a 3 year old that can't decide; pool or park? Those two comments on the last entry have been stuck in my head this whole time. So much so that I just couldn't commit to another project, even if small and temporary. Instead I've been spending this whole time making small tech demos, testing ideas and trying to get my ideas in order.

I'm still not going to do a rewrite, not completely. There's one big rewrite but it's higher level, and should of been thought of from the get go. A turn system that actually handles speed. Others are a bit more features and refactoring of the games systems. Gases that effect whatever they come into contact with. Every system will be as data driven as possible, moving towards more of an engine than a game.


The original system was literally turn based. The player takes a turn performing whatever action, then each creature gets a turn. There was no speed variance at all. Everything took just as long as everything else.... one turn. From now on everything from walking one step to attacking, drinking potions, putting on armor, will take different amounts of energy to perform.

Each turn of the simulation will divvy out an amount of energy until the player has enough to perform an action. Then the player can perform an action they can afford or wait and store up more energy. AI creatures are also doing the same during simulation. This way fast characters, or quick actions can be performed before slower creatures and react. A fast swordsman could attack more than once per it's opponents attack.

Once a creature, player or AI, have enough energy to perform an action. They take priority of the simulation until they perform an action or decide to idle, the simulation won't divvy out energy.


The main focus one the refactoring is the creature system. A lot of it will be getting split up and with cleaned up interfaces. The old status effects, that handled poison and such over time effects. Is going to be curses now. With a cleaner interface and design.


Several of the system will be scripted/data driven. Making the game more moddable, and quicker for me to edit and design. Creatures, items, and a couple configuration properties are the base plan. The whole system when I'm done.


until next time, keep coding. I'll be going into more depth once I got a couple things finished first.

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