• 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

Inhabitation | Development Thread

3 posts in this topic


[size=6][url="http://inhabitationthegame.tumblr.com/"][b][u]Development Blog[/u][/b][/url][/size]
^Clicking this and following makes me happy^[/center]

[size=6][b]Little bit about me and the Project[/b][/size]

This is a one man project, being coded from scratch in C# XNA. Everything is done by me, so production can get a little slow at times.

[size=6][b]What's this all about then?[/b][/size]

Inhabitation is a sandbox mine/crafting game (ahem) with RPG elements, and town management features. The game focuses not just on your own survival, but on helping a village grow from being a tiny settlement to a bustling town. The game is a 2D sidescroller which brings in elements of crafting, building, mining and generally exploring a world and doing what you want. My aim here is to take what I love out of sandbox games, and roll it all up with RPG questing and the sort of exploration where you really don’t know what’s under the next block.

[size=6][b]Early Game Breakdown[/b][/size]

Firstly, the player generates their world. This world is created using a series of defined parameters, depending on how the player wants to play. World size, biomes, rarity of certain resources, starting NPCs. All under the control of the player. Of course, entirely random is in there too.

Now the player will spawn in this world, at the heart of a tiny settlement. This settlement offers a few NPCs, each with a job or quest for the player. Your choice, help the villagers out and they will reward you. Or wander off and build a castle on a cliff.

Villagers will offer you rewards for your actions depending on what they need you to do. Collecting resources, crafting something important, or hunting a certain mob will all get you something in return for your ‘gracious nature’.

Of course, in a terrain that’s as varied and dangerous as this, you’ll need tools and weapons. Pickaxes and swords are on offer, as you will be venturing deep underground into sprawling caverns filled with the kind of things that have a tendency to go bump in the night. Oh, and treasure. Which the NPC’s probably want as much as you.

So as well as developing your own little house, you have a kingdom at your disposal. The more you do for your village, the more it grows, and the more it can offer you in return. We’re talking factories that craft things way above the level you can achieve with a couple of sticks and some coal (a cookie goes to who can guess what that makes).

And this world you’re in will evolve around you, day and night, season to season, with different events occurring all the time. Different NPCs, different mobs, different ‘rewards’.

The world outside is a very interesting place… don’t get lost out there. And for God’s sake, pack torches.

[size=6][b]Some Features[/b][/size]
[*]Randomly generated side scrolling terrain with multiple different biomes and cave systems.
[*]A Real time lighting engine which takes into account your own light source and other light sources around the world.
[*]A retro look and feel both through custom pixel art and sound effects
[*]Crafting and item collection – easy to manage drag and drop crafting combinations from right inside your inventory.
[*]Weapon and tool system – your character has two hands, which means he can hold more than one item at once. Left and right click correspond to your two equipped items, but careful of your choices. You don’t want to be trying to mine your way out of flooded tunnel trying to beat mobs with a torch any more than you want to be left able to fight but to drown in the dark.
[*]NPC questing and trading – NPCs offer jobs for the player which reward them with new materials, items, and XP.
[*]Levelling system – the more you do, the more you level. You’ll receive XP for mining new materials, killing mobs, and questing. The higher your level, the deeper you can venture and the better stuff you can use. Don’t dig too greedily or too deeply.
[*]Building – this is self-explanatory. All blocks you collect can be placed back down wherever you want them. Just don’t expect your village to be pleased if you build their houses out of grass.
[*]Multiplayer? – this is a big ‘what if’. I’d love to do multiplayer, but this would be a way into development. I’d have to look more into this, but it’s something I’d love to do.

[size=6][b]Early Screenshots[/b][/size]





[b]And I leave you with duel wielding pickaxes[/b][/center] Edited by Luthur

Share this post

Link to post
Share on other sites
although this game seems to be me as a clone to another (i can't remember the name now), i can't deny that it has awesome retro looking style. good job, Luthur, and keep up the good work!

Share this post

Link to post
Share on other sites
The game you're thinking of is Terraria. It's a game that I loved but the developers stopped updating, so I decided to put all of the stuff I'd have loved to see in Terraria into my own game, and build my ow project around that. So as a rough concept it may appear to be a clone, but I'll hopefully expand features above that. Nonetheless, thanks.

Share this post

Link to post
Share on other sites
Over the last few days I've been working on the terrain generation, focusing on biomes, cave systems, and all that, and generally trying to make the world interesting to play in. I'm fairly happy with the first biome now, which I've imaginatively dubbed 'slightly mountainous'. The game basically generates from left to right, choosing it's biomes randomly in chunks until it reaches to end of the map. The maps themselves are generated based on parameters entered by the player when creating a new world. Here's a zoomed out example of one chunk in the landscape (dark brown is caves):


As the whole world is made up of loads of different blocks each with unique parameters, I’ve built a system that makes it easy to both add new blocks, and to make the amount of time spent defining block behaviour as minimal as possible. Basically, I have an array of a ‘Block’ structure which is defined by a unique ID for each block. Then the world is built up as a 2d array of numbers, which each correspond to a block ID. When drawing the world or updating a block, a check is called back to the block’s ID from it’s Global structure. That way a load of lag is reduced as the world is just an array of numbers and not an array of structures. Everyone’s happy.

For a load more info on this, and some more screenshots, check the blog: [url=http://inhabitationthegame.tumblr.com/]Inhabitation Development Blog[/url]

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