• 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.
Sign in to follow this  
Followers 0

XNA – My PumpkinToss Game – Path Movement Scripting

0 posts in this topic

Hello Everyone!


A simple idea, like tossing some pumpkin in XNA can take some time and thought to complete. I originally started my Indie game engine "Temporal Wars" back in 2008 with the idea of creating a specific Real-Time-Strategy game. Now, in 2012, I decided to change gears and update the engine to allow for some simple and complex movement patterns, based on scripting calls.
The idea is to transform some XNA scene item, like a rotation action, scale action or movement action. With this in mind, I started creating some simple scripting calls which allows updating any scene item in the engine. After several hours of work, I came up with a couple of basic commands to move an object. But, the problem with these simple move commands was the fact they only allowed movement from point A to point B. What I needed was a more complex movement concept, where the movements would combine different operations, like the scaling with movement, while following some path. As I thought about this a little longer, I then came up with another idea, which was to allow different movement actions based on a paths edge! This would then allow an item to move on a mult-path connection, changing speeds and rotation, while on the same path! So, how did I accomplish this? Well... with some nifty collections, queues and stacks, all hidden by some simple scripting calls at the end.


Once I got the code completed, I was able to test my new path movement idea! As you can see in picture-A, a path was created in the engine, which moves between waypoints 1 - 5. Each red line in between the waypoint pairs is called an 'Edge'. As some scene item moves along the path or edge, it reacts differently, depending on what actions are entered for that 'Edge'. The palm tree is slowly moving along this path, with the first edge doing a simple movement interpolation between the two waypoints.


By the time the palm tree reaches the edge junction point, between waypoint 3 and 4, then scaling operation takes effect automatically, as shown in prior picture. By the time it reaches the end of the path, the palm tree is now scaled back to full size, and is doing a rotation. Any 'Edge' can have multiple scripting action request for some scene item!

Once you set your edges with the required actions, it is just a matter of calling one 'Scripting' call, and away your scene items goes!! :)


Share this post

Link to post
Share on other sites

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
Sign in to follow this  
Followers 0