• 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.

Archived

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

GriffonZ

Goldbox Games...

3 posts in this topic

Ok here we go.... in the AD&D Goldbox games(Pool of Radiance, NWN, UA etc ) when walking around there is some sort of quasi 3d view used...what im interested in is how this accomplished, it seems relatively easy but for some reason it just totally evades me, if someone is familiar with those games and has a rough idea how this might be accomplished please post something so that I might be able to figure this out! Yes I know its outdated, yes I know I could go 3d etc etc but Im interested on how it was done for these games thanks! GriffonZ
0

Share this post


Link to post
Share on other sites
they did what is known as isometric views. it''s a 2d view, but the tiles are skewed so that it LOOKS 3d. relatively simple. i believe they have a forum on isometric games here at gamedev...
---vas
0

Share this post


Link to post
Share on other sites
quote:
Original post by GriffonZ
Yah the battles were isometric I think but the actual moving in the overworld....
GriffonZ



The battles were flat out, no-frills, square 2D tiles. The wall tiles had a vaugely angled look to them, I suppose, but they were really just plain 2d tiles. (Notice than none of the characters could ever stand so they ''overlapped'' your view of a wall)

The walking around outside of combat was ''fake'' 3D, as vasagralem indicated. Notice that all of the walls were aligned on a grid at 90 degree angles in these games. This lets you get away with drawing 2D sprites scaled up or down for dead ahead walls, and precalculated rotations for the walls along the sides of your view. Factor in that you could only face in four directions, and it gets pretty likely that they precalculated just about everything.

Those were the kind of processor saving tricks you needed to get stuff to run on a 286. Hopefully we''ve grown out of them by now.

0

Share this post


Link to post
Share on other sites