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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 purri

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  1. Simon thanks for answer.
  2. That AI im talking about. I can load thousands npc to server no problem but how i ... command they attack to player? Do i need to acces those NPC entitys via client? or what?
  3. I didn't find anything usefull but i have some ideas in my mind.
  4. Im still missing logic behind this, i can't really find anything on google. 
  5. Thanks for link, im blind or stupid but i really didn't find anything NPC related on that topic. I even read all ! :D
  6. Sounds logical, can you point me any website or article to read more on this? 
  7. Im programming ARPG game similiar like Diablo 2 and i cant understand how are npc controlled over network.   I know how to move and give commands to NPC players but how server "knows" where are obstacles etc. I have some idea in my head, i try to write it here , i was thinking this : When player comes view of monster, player send's packet to server and server gives order to npc unit to act, am i right?
  8. Okey, thanks for solution. Im waiting if there is anybody else to share more ideas. 
  9. Yeah i think so, but could you drop me whit some example code?  I need some logic   I write here something what i have thinking..  every time when client connects server must send channel name to join. That channel must have less than 16 players inside. So can i have dictionary which have    1. Collection of playerclients so i can communicate with them 2. Channel name 3. number of user on that channel    Can i do like : Dim LobbySockets As New Collection(Of LobbyConnection,String,integer)   ( LobbyConnection presents new instance of our class ,was made when the client connected) ?
  10. Im working on ARPG genre game with unity and i have been developing server by using vb.net 2010. Im running login , lobby and game sockets on ports 7111-7113 and each socket has own thread. example : When client connects login thread launch new thread and binds this new client data flow trought that. here is picture to show logic behind my work : [attachment=14457:TCPServer.jpg] But now to the my question. How i create channels? I want 16 player limited channels to chat and 8 players to ingame channel. Think about this: my client send data , packet structure is [ID,DATA] = [0x01 ,"Hello/Channel1"]. Server must check from array or collection where to send this data. We know that i want send it to clients in Channel1. I have thinking about creating multidimensional array OR collection, collection would be nice because i can acces those client's easily. AND second question. How i can store channels to collection? I know how to use collection, so im not asking help for that. But im thinking of multidimensional collection , which inculdes variables Object and String. Object stays one of connected client and string has channel name.  could it work ? tell me !  I need some example code. Please help me!