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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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About infectedbrain

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  1.   The game I am making now is more or less a top down, real-time clone of Fallout 1. It will have the same style and kind of levels, junkyards filled with crappy cars, ruined cities with buildings, and deserts with nothing but rocks.   This project is just for me to learn how to generate levels so it isn't going to be as extensvie as Fallout so the levels don't need to be amazing. I am guessing I will need a different level generation algorithm for each type of level but I assume that if I learn how to make it for one, the rest shouldn't be that hard.     What do you mean by "use a star to connect them"?
  2. This winter break I decided to start a little game tech project where I randomly generate a map for a simple 2D game. This map will (hopefully) include grid based collisions and some random objects.   I just started this tonight and I made a nice little 100% psudo-random collision grid generator. (wow.. that makes it sound so much harder than it was) I makes a table of random CSVs that tell my level loader whether or not the tile is collidable.   Obviosly this method can't really work in a game and I am pretty lost to how to move on from here. I wanted to know if any of you good folks could give me a push in the right direction. How should I approach a generator like this? What do I need to keep in mind? Any good resources you know of?   thanks in advance, Dartos.
  3. Oh okay. So you serialize object then deserialize them when you use them or am I just mixing up two different things?
  4. [quote name='uglybdavis' timestamp='1353001739' post='5001292'] Then when i need a new object, one of these dead objects is given back to me and i just re-initialize it with new data. [/quote] You create a object recycler?? I never thought of that. [quote name='uglybdavis' timestamp='1353001739' post='5001292']I don't want to waste time initializing an object in the constructor if the deserialization step is going to overwrite those changes anyway.[/quote] Can you explain this statement a bit more? What should the deserialization step do?
  5. I am trying to make a custom game engine as a little hobby project and I want to use GTKRadiant for the level editor. I can't find out how to make a custom game profile for ZeroRadiant (GTKRadiant 1.6) so..... I am here to ask you if anyone knows how... Thanks in advance!
  6. Why should I have a separate function for initialization when I can just start everything in the constructor? P.S. Thanks everyone for all this great feedback!
  7. Continuing this brainstorming topic, should I bind the C++ functions to lua in the constructor or init function?
  8. So basically I would write functions into the C++ classes (components) and just make lua bindings for them then call them in lua? that sounds.... genius.
  9. I am working on my first ACTUAL game enigne and I wanted some advice from the good people who roam these fourms. I plan on using LuaJIT as a scripting language for the game but I am not sure how it is usually integrated. I can come up with some simple way to get it in the engine but what I wanted some advice on was.. really what to use Lua for. In what systems should I integrate Lua (I know AI is one but that's it) and, if you don't mind, could you spare some tips for integrating it? Thanks in advance, Dartos
  10. Um.... if by boxes you are talking about a grid I have one of those. But that doesn't really help me tell if its on a wall or the floor.
  11. I am making a little side scroller where this little guy bounce off of walls. I am having this pretty big problem where I can't tell if the player is bouncing off a wall/floor/ceiling. can anyone help me out with this? thanks in advance, Dartos
  12. my code look just like labouts. It worked in C# but not in AS3
  13. I tried it that way but the rockets slow down as they move toward the target. That makes sense because of the math but it's not what i want to happen.
  14. You would need to make a whole library that would parse your script. Making a script is kind of like making a whole new programming language except making a script parser is easier than making a compiler but it's still much faster if you use a premade one. If you really want to use a scripting language (especially if you are just starting using scripts) you should use lua or python because they are premade to work with C++ (actually lua is made for C but it works for C++ if you read the readme) Lua is super fast and python has more functionality. Just in case you wanted to know the difference
  15. I am making a little Missile Control clone and I need the missiles to move tward the point where the cursor clicks. I take that point put it into a vector and normalize it (I tested it with a built in function and one that I wrote and it works the same) now the missiles won't show unless I click somewhere on the right side of the screen and will only aim at a 45 degree andgle from the bottom middle of the screen (where the turret is). Does anyone know what to do. I am writing this is AS3 but I got this system working before in C# with XNA. thanks in advance, Ben