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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.
Cave - exterior view

Other images in Caveman

Cave - exterior view

Norman Barrows
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A cave - exterior view.


One of the two rock meshes in the game, scaled up about 50x.


a second rock mesh with "black" texture forms the entrance.


CAVEMAN draws 3 types of scenes: outdoors, in_cave, and in_cavern. When the player approaches the entrance to a cave, it triggers the "enter cave" action. about 5 seconds of game time pass, then the view switches to cave interior.


Caves can be unoccupied, player controlled, occupied by neutral or hostile cavemen, or by wild animals. Cave occupants change at random over time, with a given occupant present for about 3 game months on average.


The player takes over a cave by kill or driving off any occupants, and then building a fire, bedding, or storage pit in the cave (signs of occupation).


The game tracks how many days since the player visited one of their caves, and the chance of something taking it over is based on how long its been since it was last occupied.


Caves provide shelter from rain, and prevent rain from putting out fires. The game models things like exposure, and fire's effects on encounter chance, so being dry and having a fire are important.


Based on the size of the game world, and the estimated number of caves in the real world and what type of terrain they appear in, there are 65,000 caves in CAVEMAN. they're stored as a list, an array of structs. this list is indexed to speed searches. the world is 500x500 map squares of 5x5 miles each. the list of caves is bucket sorted on map x,z into a 500x500 array index, with each index entry being a list of the caves in that map square.


© CAVEMAN (C) 2000-2013 Rockland Software Productions

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