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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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Sparkon

Vector Shooter 2D Top-View Arena game

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Lately i've been working on Vector-Shooter. As the title states it is a 2D top-view arena game, the idea of the game is to provide the player a funny 2d action experience, but unfortunately it turned out to be more a tech demo than a real game, for now i'll be releasing the binaries only, will update the source code later. This because i'm currently rewriting parts of the code that are not well written.
 
I tried to experiment with a lot of design techniques and algorithms, in fact the game "features" : 
> Goal-Based AI (with pseudo-equations to determine the different state values )
> Multiple pathfinding algorithms ( A*, Dijkstra  )for different purposes.
> Lua integration
> XML loading
> XBox360 controller support
> Game states
& more language specific features
 
The game technically is almost completed, the big features that are missing are :
> Sound ( i've already written the c++ wrapper for OpenAL and the Engine ), i'm only looking for some music and sound effects
> Graphics ( i'm not really a graphic guy, the assets are 90% made by me, i'll try to replace it as soon as i can.
 
What i'm working on : 
> Port all XML files to LUA
> Polish gameplay, weapons
> Create more maps
> Fix bugs
 
DISCLAIMER : "The credit menu button IT'S working, but there is nothing to display" 
 
Controls : 
ENTER - BACKSPACE - ARROW KEYS : navigate the menu 
ESC : pause the game
WASD : move in the arena
Q - E : switch weapon ( will add number support soon ) 
Left-mouse click : shoot
 
There are different game modes : 
Night Mode - Day Mode
Different difficulties 
Time limit
Kill limit
 
The gameplay is what really needs to be polished. 
 
The project has been compiled using VC++11 ( Microsoft Visual Studio 2012 compiler ) on Windows 7 64-bit.
The game will never ( for now ) run on non-windows platforms because of the XBox 360 controller support.
 
Download links : 
All the credits for the arts are included in each folder.
 
UPDATES : 
VS-0.7-MSVS2012-update1.zip > 0.7 version compiled with 2012.1 version of MSVS 2012, in this way it should work on Windows XP.
 
Here are some screenshoots :
2dqrpj8.png
15hoaox.png
23jpuhi.png
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