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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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dalerank

OpenCaesar 3

8 posts in this topic

Opensource remake of original game

One can read about original game in wikipedia:
http://en.wikipedia.org/wiki/Caesar_III

Genre: simcity
Begin of development: fall of 2012. In summer of 2013 project migrated to GitHub
Platform: PC (Windows/Linux/BSD)
Graphics: SDL/OpenGL
Resources: images are taken from original game (Caesar 3™, Imressions Games™)
License: GNU GPL
Sound: SDL
Screenshots: https://github.com/gecube/opencaesar3/wiki/Screenshots

Project targets: make fully functional port of original game with some
lovely additions

What is done:
- tile engine
- loading of resources from archives
- displaying of buildings, land, walkers/actors, roads and so on
- loading of maps and original scenarios
- minimap
- building and destroying of constructions
- leveling of houses (evolving and devolving in dependence of nearborhood)
- desirability effect
- water layer computing for fountains and reservoirs
- algorithms for prefecture, engineering post and other service buildings
- different map overlays
- moving goods between buildings (cart pushers, market lady)
- searching of supplies for fabric buildings (furniture, pottery, weapons)
- getting of resources in appropriate buildings (farms, iron mines, clay pits)
- advisors screens and information windows and panels
- saving / loading of game
- pathfinding algorithms (A*, RLee)
- building menu

Hardware requirements
CPU    1.5GHz
RAM    <1GB
Video    <256MB, OpenGL

Building instructions with CMake:
https://github.com/gecube/opencaesar3/blob/master/INSTALL_LINUX
https://github.com/gecube/opencaesar3/blob/master/INSTALL_WINDOWS

Edited by dalerank
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It seem's that this should be posted in announcements or that you should begin a journal for this project.  All the same it looks like you have quite a bit of progress to show for such a short development time so far.

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+ Bridges add
+ Pathfinding use bridge now
+ Screen employers advisor improved
+ add construction offset for citizens (bridge,walls)
 
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a5b1c5f2-d4ff-11e2-97d6-0b8103dc8163.png
29c9e39e-d729-11e2-9a58-2a7b75bc0b73.png
367399c8-d729-11e2-981d-550b7425faa6.png
30bbffd4-d729-11e2-9f2e-12b9376329af.png
de6f2456-d1d1-11e2-9def-fa7a0fcb57f3.png
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