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      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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Nick Karasch

How should I implement a state based game?

2 posts in this topic

I would like to handle game states the way Slick does, without using Slick. I think that is the best solution.

I would want a state for the main menu, options screen, each level, game over and the ending.

I'm pretty new to developing games. I currently only have one "level" and I'm accessing it like this

[CODE]
public class StateHub {
public static void main(String[] args) {
JFrame frame = new JFrame();
frame.add(new LevelOne());
frame.setVisible(true);
frame.setSize(800, 600);
frame.setResizable(false);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
}
}
[/CODE]

For my last game I had a huge series of booleans changing what was drawn to the panel, it got unmanageable fast. Just trying to clean things up. Is there a simple way to turn this into a state-like system where I could do something like destroy the instance of LevelOne and add LevelTwo instead? Is there an easier solution?

Thanks a ton.
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Hello
How about a finite state machine (FSM)? Each machine can have some states defined by you, and each state will have an action to perform.

You want to have "main menu, options screen, each level, game over and the ending", so you can use multiple state machines. So I would have 2 state machines:

screen machine - have the following states: main menu state, options state, game over state, ending state, gameplay state
gameplay machine - this is a state machine inside a state machine, only active when screen machine is in gameplay state. this will have level1 state, level2 state, ...

What do you think of that? ;o
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Very cool, I tried reading about it on google before I even posted here but I wasn't entirely sure that was what I wanted. The machine term threw me off. I'll work on it some more now, thank you.
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