• 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
Kenny84

Asset Management for tiled rpg

5 posts in this topic

Hello, I'm making a smallish rpg and I'm not entirely sure how I should maintain my assets outside of the game.

 

Currently I have about 20 sprites that I'm using, but in the end I imagine I'll have around 200 or so (more if I decide to make it any bigger). So far I've just been hardcoding the properties of the sprites, but I don't think that will be very easy to work with in the long run. My current idea is to store images in directories/subdirectories (based on what it is) and then have a similar structure with json files that describe the properties of everything (id, name, isWalkable, imagePath, ...), but that seems like it might be difficult (or just annoying) to manage as well.

 

I've read around that people have created their own custom tools for asset management, is that something I should look into (or maybe there is a general purpose one)?

 

Any help would be appreciated, I'm just not sure how to go about this.

0

Share this post


Link to post
Share on other sites

So some sort of asset manager is the way to go then?

 

I've looked at Tiled, but I wasn't aware it could handle my assets for me, I will look into it more deeply now. Thanks

0

Share this post


Link to post
Share on other sites

You probably want to arrange tiles and sprites into tilesheets/spritesheets. JSON is a reasonable means of describing the contents of the sheets and the animation cycles, but it could get a bit fiddley if and when you ever need to move things around. You could write a tool to make that easier, and something like Tiled already does this in some form, so you might want to evaluate those.

 

Also bare in mind that your development format need not necessarily be identical or even similar to your deployed format. You typically have different requirements for your game assets on either side of your build process. Its not entirely clear from your question whether you need help with the near-side, the far-side, or both.

1

Share this post


Link to post
Share on other sites

In my personal projects, I arrange my tiles in spritesheets and then use a json file to describe each tile (position and size in the spritesheet, id, animation frames ecc). It works. I'm also using Tiled as map editor, but ignoring its asset management (it stores the physical path where it finds the asset at editing time, which is not what I want). Tiled assigns each tile an id, which is the same I use in the json file.

 

I wrote my own Tiled parser (not that difficult, 30-40 min of fun). 

0

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