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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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BambooCatfish

Question about event handling

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Hey I know that "event" may not be the right word for this but I am making a RPG rouge type game and the basic premise I am working with right now is leveling up... The idea is when the player levels up they can select to raise thier HP, Power(attack), or Toughness(defense) by 1 point or take a "perk" instead. One of the perks I have in mind is a Lifelink ability... If you deal damage greater than 0 you gain a portion of that in HP.

 

In my mind I think of it as an "event".... Player dealt damage, any effect that activates when the player deals damage is activated and the code is run. I know events are used for GUI and input. Should I use delagates? I know I could just hard-code switches or if statements but that seems like a poor way of doing it... I have thought of an entity component system but that would requre a massive rewrite of my code and I am not looking to do that right now.

 

How can I implement something like that in a generic modular way where I can have diferent conditions that the perks could react to...(if that makes sense).

 

Thanks,

Nick

 

EDIT: I think I found what I was looking for... creating a system that allows the objects to send messages to eachother when they do things, using a finite state machine. Any other idas are still appreciated!

Edited by BambooCatfish
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Most major games have an event bus of some sort.

 

A common pattern is:

 

 

EventSystem.AddListener( int eventID, delegate)

EventSystem.RemoveListener( delegate )

EventSystem.SendEvent( int eventID, ... );

 

There can be additional versions with assorted parameters, such as adding a listener that only triggers on a certain actor, or on a certain target.

The SendEvent function could either be a variadic function (using the ... notation) or it could have several overrides that take specific parameters.

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