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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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friken

StarDiver AI - Feedback Please?

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Hello All,

 

I've been working hard on the AI for a spaceship in my game, StarDiver. The game is similar to the old StarControl, StarFlight type games with battles being 1 on 1 melee duals. The goal is to have each ship in the game very unique in play style. The first ship I have the AI programmed for is the sundagger. It has two attacks and gets it's energy from the sun. Primary (left mouse) is a laser. You can diver through the start to recharge lasers and if you go through the center you pull plasma with you and secondary attack is to launch that plasma at the enemy. 

 

Melee-newss-800-vid.jpg

 

The game engine is still quite early development, but I'd love feedback specific to the ship AI. I'm a bit too close and I cant really get a good feel for:

 

1. Is the AI too easy, too hard? Since I programmed it I find it a bit easy.

2. Is the AI fun to fight? Granted the player is flying the same ship type so I would guess it will be a lot more fun when a variety of ships are available to select from.... ie pick the best ship against a given foe.

3. anything the AI should be doing that it is not? Currently it attacks, disengages and dives in sun when energy low, dodges when hit. 

 

 

Live VERY EARLY build:

Controls: Arrowkeys or WASD for forward/back/strafe and ship follows mouse cursor. right-click fire
Ship: SunDagger, dive through the star to recharge. Dive through center to pull plasma to launch at the enemy with right mouse button.

Webplayer REZ 1600x900:
http://www.gravityride.com/testbuilds/StarDiver-Melee/

 

If the Webplayer is slow, Windows Build w/ resolution and quality options:

https://app.box.com/s/cgujjv43s00kfrtl6x2z

 

Thanks in advance for any feedback:

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