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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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Farsox

Best Way to Develop a Squad-Based Tactics Game

5 posts in this topic

I am an absolute beginner at this, and I know that accomplishing my goals will take a long time and a lot of patience; however, I am hoping to save some time by coming here and asking for some initial advice.

I know there are a lot of options for developing games these days, but I'm not sure what would be the best route for the type of game that I want to develop.

I want to create a squad-based tactics game using an isometric view (like X-com or Jagged Alliance). I'm not sure if this is a feasible venture in vector graphics or if sprites would be the way to go. I own a copy of Flash CS4, but would be willing to explore C++ and Microsoft's GDK (or even Basic) if that would be better. If there are any suggestions for the best way to go about all of this, I would greatly appreciate it. Also, if anyone could point me to some tips on developing AI for a game like this, that would be helpful.
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Isometric games are notoriously difficult to work with in 2d.

I would suggest making it in 3D, you could could check out Unity: http://unity3d.com/
Depending on how much you want to learn to acheive this you could do C# with XNA also.

for AI you should google "A* Pathfinding" to start for how to calculate movement.

But if you are going to learn something new try starting with a smaller project until you are more familiar with the language / interface, belive me it will be way more satisfying than restarting your goal project 20 times because you learned something new.
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[i]Thanks for the suggestion. I wanted to avoid 3D initially, because I was planning to do my own artwork. I am pretty comfortable with vector/raster graphics but am not familiar with any of the 3D rendering programs. Plus, I like the style of the isometric games. [/i]

[i]Dispite my ambitions, I will heed your advice and give Unity a try. There should be a good collection of pregenerated 3D models, especially in the Unity community. [/i]
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You can do 2D, don't let me scare you away from it.

It's just some of the things you have to do to get everything to render properly in the correct order etc and still maintain performance can be a huge pain :(
You can also do simulated 2d insdie of Unity3d.
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Wow, thank you for sharing your work! It looks great, and I'm sure that will be a big help.
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