• 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
TTT_Dutch

Top Down Mouse Controlled Aiming

3 posts in this topic

Hello everyone! [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]

I am trying to develop a game that is top down. Now what I have come to realize is that there are two types of top down games. One like this: [img]http://i52.photobucket.com/albums/g16/Joolooloo/ss1.jpg[/img]

And others like this:
[img]http://www.ghacks.net/wp-content/uploads/2012/08/decision-2.jpg[/img]

Now what I am going for is the mouse control of the bottom one, but the visibility of the players whole body in the second one. I want the mouse control because it is a shooter game, but I also want the visibility of the players body so that the user can customize and see the other player's customization when online. So is there a way I can easily see customization with the full- top down approach (second one)? Or possibly more than 4 way control (using the mouse like in the full top down)?

I realize that for the partial top down approach (first one) people usually have 4 different images of the player but would I have to have 360 images for full 360 degree player movement with the mouse? Please help [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]

Thanks,
Brent
0

Share this post


Link to post
Share on other sites
If you want completely smooth aiming, then there is no simple solution. The best I could offer would be rendering actual 3D models but that requires considerably more work, both for programming and creating the art. Even more work if you want to stay in the graphic style of the first screenshot because the shaders will not be completely trivial.

That said, do you really need complete smoothness? I would guess at the size of those sprites eight pre-painted directions would be completely sufficient on the visual side. Movement and shooting could still happen completely smooth, just display the character sprite closest to the direction.
1

Share this post


Link to post
Share on other sites
Mouse is a hopelessly bad input for a top-down shooter. You really need an analog stick for that to work, or keyboard control with significantly different game design.
-1

Share this post


Link to post
Share on other sites
Mouse is a fine device for aiming and shooting for a top-down game. For your specific issues, it's going to be difficult than you think. If you want your player to be running while shooting, you'll need the 8 directions, plus the running animations (say 5/stride), which is 40 frames for a single character.

Using the 2nd image's technique, you'd only need the 5 running animation frames, and you could rotate the images for direction.

FWIW, in my [url="http://2dgamemaking.blogspot.com"]old blog[/url] (also linked in my sig), I detail the steps to make a simple top-down game using the mouse as the aiming device if you want to see what i did. However, my "characters" are simple circles, and no animations were used.

Good luck!
1

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