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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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JWBrandon

Game Engine Selection/Random Maps

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Heyas,

 

So, I have a mostly complete game design document for an idea I've been kicking around throughout the past couple of years. I was looking in to engines and toolsets that would handle the parts I don't want to learn how to do myself (while I have time in as a systems administrator and a network engineer, I am by no means in a position to rewrite netcode to adapt CryEngine for use in an MMOFPS!) and decided on HeroEngine ... but there's a problem.

 

That I am able to determine HE doesn't have any capability to meet one of my principle design goals, and that is to be able to generate dynamic instance maps (whether using procedural height maps, "tilesets" or other method that I haven't heard/conceived of.) This is a core differentiator for my design, and cannot be lived without. The thing is though that working by myself HE seems to be the most complete package of engine and toolset available. As my game is to be an MMORPG-FPS I would absolutely love to be able to use a high end FPS engine like CryEngine (been kinda of drooling on them since FarCry), but that would mean having to deal with significantly lower level code than I am capable of ... and getting access to the source to do so would be beyond my immediate budget constraints.

 

So, please answer one of two questions for me:

 

1) Is there some method of being able to generate an instance map (including doing something like seamless linking of a selected set of pre-generated small areas, which it doesn't seem can be done programmatically), dynamically placed assets, and dynamic placement of mobs and mission objective items, in HeroEngine using a psuedo-random generator?

 

2) Is there another engine and toolset out there that I'm not aware of that even comes close to offering what HE does for its pricetag that would allow me to build an MMO/FPS with a scripting engine (or native support for C|C++|C# code) that would easily allow RPG elements to be included? One that wouldn't require me to develop a backend infrastructure and write my own netcode, etc?

 

Thanks in advance, and please ask questions if you have them because answering them will help me be more clear in the future and may help me narrow down other questions I will have in the future regarding selecting an engine and tools.

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