• 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.


  • Content count

  • Joined

  • Last visited

Community Reputation

259 Neutral

About DiegoFloor

  • Rank
  1. Yeah, I'm working on it. My biggest fear is that once everything is up and running there simply won't be any need to make new layers once we got a few basics working, which defeats the whole purpose of creating the system in the first place. But I'm probably being pessimistic.
  2. Hi all   I've been looking for a software to help me compose music. I don't want music production software, like most DAWs, nor sheet writing software. I want something focused on composition and there are a few out there, but they are so expensive! So I decided to start working on one. I came up with an idea that seems to fulfill my requisites and is easy enough that I can implement myself. I could really use some feedback though. I mean, it sounds great in my head but I get the feeling my head is not always on par with reality.   OK, so it works like this: you get a simple synthesizer to make sound and a simple sequencer. So far so good. Then there's this concept of layers. A layer is something that transforms your sequence of notes in some way, like shifting notes to snap into a scale, or creating notes to form chords, or whatever. These layers operate on the outcome of the previous layer (that's why I call them layers) so you can stack them, modify any layer and all following update. The main gimmick is that these layers are made by the user, so you can come up with your own rules and patterns and try them out quickly. I'm thinking of a visual programming style, where you connect nodes to create functions and define the functionality of the layer.   I tried asking for feedback on other communities but I got nothing. I guess people need more than just words, but it's gonna take a while to implement the layer system. If you want to play around with the prototype, you can get it here. But it's just a bare bones sequencer at the moment.
  3. Hah, when you said "keeping the puzzle intact" I immediately agreed with this other person. Remove anything that doesn't need to be there. If the level geometry only plays the role of holding the puzzle elements, then reduce as much as possible. I should emphasize that "doesn't need to be there" doesn't mean you have to make your game black and white with squares, even though that would surely make that puzzle more readable. There are things in a game that contribute to the experience in indirect ways. For example, maybe you need extra geometry in your level because you want it to look like a jungle, and it's important that the player is convinced that is a jungle. In that case, the extra geometry needs to be there, just not because of the puzzle. Does that make sense?
  4. First of all, I should say that without playing there's not much anyone can say.   Anyway. There are so many different directions you could take this to make it "more fun". Fun is relative, so I'd start by defining exactly what you mean by that. Maybe you want to make this a brainy game where fun comes from feeling like you overcame a difficult puzzle (so there's some fakery going on, as you can't overwhelm the player). In that case I'd suggest going turn based and working on the rules of the game. But maybe you want something with a little more adrenaline. In that case, maybe you need more gameplay layers to keep the player busier on more than one level. So he's managing events happening on the map level at the same time managing some mini game that happens every time you invade a country or something like that. Maybe there are more levels, "higher" than the map (I hope you know what I mean by that) like an upgrade system.
  5. I'm not aware of anything like that either.    In any case, even if there is, it's rare enough that I'd start working on a prototype if I were excited about this idea. And in my opinion it sounds like a great idea! The player overlooks the strategic aspects of battlefields and the AI does the rest. Has an element of luck, and you maximize your odds by making good strategies and/or improving general stats, like gathering intel or simply training units etc.   OK, now I wanna play this. Get to work!  :P
  6. Hey all   When creating tileable textures there's a very simple trick in photoshop, using the offset tool. If one wants to make an image that serves as a 2d tileset it's not much harder, you make one tileable texture and then create the variations while preserving the borders, after that you can glue all variations in a single image file.   I'm working on a 2.5d game tile based. Meaning the world is stored in a 2d array, indicating what's ground, wall, water etc and represented by 3d models. The problem now is to come up with a workflow for creating these 3d tiles! Each tile model has to flow continuously to every other tile, both texture and polygons.   I would love to hear some thoughts on the subject and how are people solving that obstacle, and with what softwares.
  7. I see now why my ideas seem too complicated! I should probably have said that in the first post, but I'm looking for a more general system that could do curved walls and not be restrained to a 2d plane. 2d square dungeons are so popular that this is a natural assumption. (editing the first post now) By the way, thanks for sharing your ideas! It really helps.
  8. When you say pre-made tiles you mean big pre-made tiles, right? like a whole room made of 4 corner pieces etc. My ideas use pre-made tiles as well but in smaller chunks, but I want to avoid having to place them by hand as it's time consuming and not very fun. I might settle for something simpler like placing tiles, if the other alternatives prove to be too complicated for me. I had another idea. Define a floor like a huge plane (or terrain, to have some height variation) and just draw the walls along the floor, click and drag.
  9. Hi, I hope this is the appropriate forum for this discussion. I'm trying to come up with a dungeon maker system or, more generally, a system for creating rooms and tunnels that is easy and intuitive for the user. edit: The more powerful the creation system the better (obviously) and I'm aiming at something that allows the user the have curved walls and is not restricted to a 2d plane. I'm playing with a few ideas here. The result product of all of them is made with modules, pre made models. The user creates nodes, connects them and they become rooms connected by corridor and hallway. Maybe each node has properties that define what this is going to be in the final product, like room size or something like that. The other idea is by defining the ground. The user draws the ground as splines and the system creates the ground model and adds walls and ceiling. Third idea: The user creates the volumes like small minecraft's cubes and the system does some kind of 'interpolation', using curved walls and such when needed. Any ideas? [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
  10. Python is slow but you can use functions compiled in fortran and C. But I would advice agaisnt it, I regret deeply having used it for my simulations during my masters. It's great for its ease of use, quick prototyping etc. I still use it frequently as an advanced calculator "I wonder what's the sum of all prime numbers up to a million..."
  11. "Cubicle Commando" I'm laughing so much at that one right now...
  12. [quote]you misunderstood how 1337 means leet 7 is not t, 7 is L rotated pi Rad in any direction. and 1 is the t because you can sometimes write 1 with a horizontal line on the bottom and rotated pi Rad it makes a T[/quote] lol You're totally right. Thank you for the explanation. Still looks silly though.
  13. How about writing something using that [font=georgia,serif]1337 [/font]way of writing? elite tester = [font=georgia,serif]1337 735732 = 1337 T35T3R = ... [/font] Analyzer = (that's a tough one) [font=georgia,serif][font=arial,helvetica,sans-serif]I don't like it but I'm sharing anyway lol[/font][/font]
  14. [quote]I don't know where you got the definition of Euclidean space[/quote] I got the bad habit of referring to "euclidean geometry" as just "euclidean" during my masters.
  15. You seem to be mixing geometry with topology there. Euclidean means zero gaussian curvature. You can have have a compact space with non trivial connectivity and still be euclidean. If you want to make something that complex (it certainly seems like it) you have to define very precisely where you want to go. Just generally something 'trippy, faceted, non euclidean' isn't enough.