• 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

118 Neutral

About rwilson1982

  • Rank

Personal Information

  • Location
    United Kingdom
  1. Since the first video I have implemented more goal behaviours (specifically Fight Opponent and Escape Complex) for the AI. Once an agent has the four items it will make its was to the exit and "complete the game". It can get the items from the containers or from another agent if he beats it when fighting. If an agent gets beat while fighting it respawns in a random room after a cool-down period. The short video below demonstrates a four room complex with two AI agents. It is a bit contrieved to quickly show the agents searching for items, the basic combat and escaping the complex once all the items are acquired. It is very rough looking at the moment but all the AI behaviours are working. Functionality before polish... My next objective is to implement the player object and HUD so that the game can actually be played and interacted with rather than watching the AI entites fight it out. I also intend to tweak the goal evaluation/selection behaviour of the AI entities. [media][/media] As an aside, I also wrote a blog entry on my own site about working with fonts in Unity3D from C# scripts. I had been meaning to do this since I implemented the text scroll functionality above the AI entities heads as I could not get all this information in one place when searching myself at the time... hope it is useful: Working With Fonts In Unity3D
  2. Long time lurker, just want to say love your blog Looking forward to you getting back on track.
  3. When starting out with AI for a game it is important to get the scope correct. For example there is little point in developing a self-learning, all singing, all dancing AI that uses every technique from A-Z if it is only going to be in your game with an average lifespan of five seconds... For me this would usually consist of thinking in terms of "states" for the AI in the game (e.g. Idle, Follow, Attack, Flee, Use_Item etc). You would then create a state transition diagram demonstrating how the AI can switch between states. What is the enter and exit criteria for a state (think numbers, data) that causes a transition etc? You would not want to code states as a series of if-else statements as you will get major spaghetti code plus it is not scalable. This is when you would come across the Finite State Machine (FMS) algorithm which is usually one of the first things people learning game AI come across. I would recommend reading the book "[url="http://www.amazon.co.uk/Programming-Game-Example-Mat-Buckland/dp/1556220782"]Programming Game AI By Example[/url]" by Matt Buckland. I read a lot of stuff on game AI development as it always interested me but this is the first thing I ever read that really made it click.
  4. What about scripting languages like LUA and Python? Would they come under APIs and Tools?
  5. A game I am creating using the Unity3D game development application. It is based on the same concept as Spy Vs Spy (on the NES) except I am expanding the scope by having more agents, randomly generated levels of variable size and two different game modes (search and escape and capture the complex). I started this game to become a better AI game programmer. I am implementing the techniques from the book "Programming Game AI By Example" by Matt Buckland and am having to convert from C++ to C# which is a lot of fun (in a sad, programmer way). In this demo you can see Steering Behaviours, Navigation Graph, Path Following and Goal Based Behaviours: [media][/media]
  6. Hello, I am designing a game for mobile devices. I am trying to come up with a formula that will allow me to place the main camera in the world so that what it sees will look the same on different screen resolutions. Essentially, I have a cube which has a fixed width, height and depth which sits on the origin. I need the camera to look on one side of the cube which is actually a room in my game. There is no rotation on the camera and it looks straight ahead at the cube. At the moment I set the Y axis of the camera so that it is half the height of the cube (i.e. 25.0f). I need to know how to calculate how far back to place it on the Z axis so that the face of the cube fills the screen at different screen resolutions. Please see the linked picture below for a rough visual attempt at the problem: [url="http://i1213.photobucket.com/albums/cc466/rwilson1982/CameraProblem.jpg"]http://i1213.photobu...meraProblem.jpg[/url] I would like to minimise any borders down the left and right of the screen if possible. Is someone mathmatically inclined able to help me out ?