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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.


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  1. Lorenzo, That sounds like a good direction to go in. Items can then have a nice area of influence, and pick any AI within that area and apply their effect to those objects. Then as you said, the AI object would know what effects it responds to or what one it ignores. Thanks for the help! Eric
  2. For the game I'm working on, the player has the ability to throw certain items onto the battle board that can effect the AI. By way of example, one of the items is a decoy. If the player throws a decoy on the board, then for the number of actions the item is active (10 for a default decoy), the AI will move toward the decoy instead of the player. Some AI will be effected by some items, and not by others. I'm looking for a nice clean way of handling getting the information of what Items are currently on the board to each AI to allow them handle the specific items that effect them. I'm thinking some sort of consumer pattern, where each enemy type can "subscribe" to the item types that effect them and get notified when ever any of those are on the board. If anyone could point me to information on any kind of pattern that would handle this situation, that would be most appreciated. I'm writing the game in Java, but examples in any language are fine. Thanks, Eric [url="http://www.bloodytongue.com"]http://www.bloodytongue.com[/url] [url="http://www.indiedb.com/games/1000-dungeons"]1000 Dungeons[/url]
  3. If I remember correctly, the enter method is called whenever you transition into the state. So make sure you are overriding that method, and reset any variables to the default state.
  4. Snortin' whiskey and drinking cocaine.
  5. Homer's appropriate quote for today: You couldn't fool your mother on the foolingest day of your life if you had an electrified fooling machine.
  6. You and I wake up in a psychiatric ward together. Using 4 words, what would you say to me?~~NOTE~~If you comment, you must copy and paste this to your status, so I may comment on yours as well.. Be a good sport and play along~~4 words is harder than you think~~
  7. 24 hours left. Camera is working, a good number of assets have been created. Time to get everything put together, and make a game out of everything.
  8. Got 3 hours of sleep, more or less anyway, back at it. Have to get the camera working in the next 3 hours. About 30 hours left.
  9. At the Global Game Jam 2011. Just getting started on developing our game 43 hours left.
  10. Damn it! I totally forgot about Dre!!!
  11. Happy birthday to Edgar Allan Poe! Without him the world would be a little less dark, and a lot more boring.
  12. Hey me! Get the hell out of my way, I have things to do!
  13. You are probably better off asking Torque related questions on the GarageGames forums, you would probably get a quicker answer there. I'm not exactly sure what movement you are talking about. In the Torque editor, you move the camera around with the wasd keys, like a first person shooter. If the camera is attached to the player, you can hit ctrl-c to detach and just fly around. I'm also assuming you are talking about the world editor, and not something like Creator... Anyway, your best bet is to post your question on GG.
  14. Why not just use OpenGL in Java? That would give you hardware accelerated graphics, without having to redo all of the work you've done so far. Check out the LWJGL library, and convert your graphics and rendering code to use that rather than AWT.
  15. The problem is you are accessing amountDeposited like its a method call. Take a look at the line again: valueInMaturity = Math.pow(amountDeposited(1 + interestRate/100), durationInYears); My guess is you want to multiply the amountDeposited variable by 1 plus the interest rate divided by 100. You are missing the * before the parentheses. You are most likely getting an error that it can't find the method amountDeposited.