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      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.
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Jason Petrasko

Leveraging API for a Space Fighter Team Game

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Ok, so I've not been around for quite a while, but I do know quite a bit about programming. I also now have a design document and clear goal of the game I want to make, the first question I have is: what API/Library/Engine should I be looking at to leverage for developing this? Here is a summary of the game design:

Its a space fighter tactical team game in the style of the old X-wings/Tie Fighter (think gouraud shaded 486 gaming :D). The game will focus heavily on team play, with each player in charge of their fighter and one to three "wingman" which make up their support and say 4 to 8 of these groups per side. These are short-range craft, so they are always fighting in dense nests of much larger starships (like the fight for the deathstar as an example). This creates a dense field of slow moving objects to use tactically.

Now back to the question at hand. I know visually I need a few things: pretty skybox for stars, good model rendering for the ships, particle effects for the weapon fire, and a nice HUD overlay for the cockpit. Since I don't actually need a terrain, that takes some load of the engine needs. Network code is the nitty-gritty though, as I don't see myself wanting to write all that. Though I may be hard pressed to find an engine that sports a central server style, dunno.

My target audience is mature gamers, so I'm thinking at the moment I'm aiming for a Windows PC release.

Since I am out of the loop a bit and having done any dev in more than a couple years, what APIs/Libraries/Engines should I be looking at? Most of the ones I see stickied in the forum are for FPS and have a lot of terrain features that I don't need.

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