• Announcements

    • khawk

      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.
Sign in to follow this  
Followers 0
Peppit

Creating an "engine" with SFML: Is it worth it?

2 posts in this topic

When I first messed around with making games, I had used GameMaker. The way that game maker is organized is you create objects, code their behavior, and put them in a room and run the game. Now I've moved on to C++/SFML. I am I just started on a way to organize sounds/images, but it involves running a python script to update a resources.h file that maps sprite IDs to resource paths. It seems to me that I'll need to do something similar for objects, scenes, etc. and it seems really hacky/a lot of work. Is this the normal way that people develop 2D games? Or do they generally just hardcode paths to sprites whenever they need to/something else? Any help would be appreciated.
0

Share this post


Link to post
Share on other sites
You generally want a resource management system, wether as primitive as a new line separated text file, or as advanced as an embedded database. In your case, a simple JSON file would probably be ideal.

On top of that, you want a resource loader, check out part 9 of the tutorial linked in my sig for an example. Generally a simple std::map with the file name as a key and the file or file path as the value would suffice. This system makes it easy to load resources in advance as well as makes caching simple.
0

Share this post


Link to post
Share on other sites

What's "normally" done depends on the game (and the size of it). A studio making a AAA game will likely invest in building many tools that will handle packaging, loading, finding, and updating game assets. A smaller studio, independent developer, or hobbyist might not have the resources or time to put into making such fancy tools, so they do whatever works for them (whether or not it's something that would be considered ideal by others).

 

I started an interesting thread once about packed asset files in which some members discussed their team's/company's workflow and how it handles various assets. I think you might enjoy reading some of the responses there (whether or not you use packed asset files; the general workflow of "the pros" is interesting to read at the very least).

2

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0