• 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.


This topic is now archived and is closed to further replies.


What is the best way to work with map data?

2 posts in this topic

I am making a tile based strategy game in C++ and Directx and was wondering what the best way was to work with map data. I have considered just putting the data into arrays but since I will need to store 3-4 layers(base tile, terrain, forest, roads, etc...) as well as resource data and perhaps other things. Is there a more object oriented approach that would still be efficient? I''m curious how others are dealing with this. Any comments would be appreciated.

Share this post

Link to post
Share on other sites
Here''s a more object-oriented approach that I used on one of my engines. I did end up using arrays, which I found to work quite well. In this particular game I was using 32x32 tiles on a screen of 640x480, so I had a screen array like this:

Based on that, I created this structure:

struct MAP_TILE

The main map was then created like this:

MAP_TILE LevelMap[20][13];

To access a particular tile layer (for example, on screen 13, 2) in the map array, I did it like this:


That''s mainly it for how I did the actual data storage. Like I said, it may not be the most optimal way of doing this, but it worked just fine for me. If you want more info on how I did it, I''d be happy to show you how.

- Fuge


Share this post

Link to post
Share on other sites
Oh! One thing I just noticed. I listed the initialization of the MAP_TILE array as

I hope that didn''t confuse you. The game I had done was a Zelda-style RPG so only one screen was shown at a time and the scrolling was fron screen to screen. That was why my array was [20][13]. In all truth, your game may do the arrays sizes quite different, but the OOP approach remains the same.

Share this post

Link to post
Share on other sites