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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 Behemyth

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  1. [quote name='SiCrane' timestamp='1337453317' post='4941488'] Create a blank grid with each block set to a given value, say 0. Then place your object on the grid so that each block in your object has a different value, say 1. Then flood fill the outside of your grid with a different value, say 2. Whatever is left as 0 is a hole on your object. [/quote] That is a pretty spiffy idea! Thanks to all who contributed.
  2. To clear things up, the random shape that is placed on screen is not always solid. It sometimes has holes in it and I would need to have a way to fill those holes. Also, It would have to recognize what is a shape and only apply filling to that shape.
  3. What would be a great way to test a random grid based shape to see if it contains a space that needs to be filled in? The spaces can range from a single block to ten blocks. Also the line of blocks has a chance to not form a shape but just form a line. Behemyth
  4. Wait a second, I'm a fool. The index integer is not an actual index... =P
  5. Using the console, being the noob I am, i've created an array that is 24 by 80 filling the entire console screen excluding the line on the bottom for information. The perimeter of this grid is composed of X's, otherwise thought of as a block. A random starting point and ending point is created that are not next to each other or fall on the same collumn or row. These points are also on the perimeter blocks. The purpose of the following code is create the first block inside the area. This is part of the code for a procedural "ice maze" so when you move in one direction you can't move again until you hit a block. The funny thing is, when I run this code, the random block for traveling east is one line underneath the intended line. Also, the parts for travelling north and west don't evan work. If you could help me I'd be much obliged! [CODE] void procedure (char create[][80] ) { int i=0; int random_value=0; int index_x_p=index_x_s; //current point int index_y_p=index_y_s; int index_x_t=index_x_s; //counting point int index_y_t=index_y_s; if(index_x_p==0){ //if going east for(i=0; index_x_t+1 != 'X';i++){ //finds the distance to the block. index_x_t=index_x_t+1; } random_value=(rand()%i)+1; //creates a random value based of the distance index_x_p=index_x_p+random_value; // the current point changes create[index_y_p][index_x_p+1]='X';// a block is placed on the opposite side of the point int index_x_t=index_x_p; //resets test to current point int index_y_t=index_y_p; } else if(index_x_p==79){ //if going west for(i=0; index_x_t-1 != 'X';i++){ index_x_t=index_x_t-1; } random_value=(rand()%i)+1; index_x_p=index_x_p-random_value; create[index_y_p][index_x_p-1]='X'; int index_x_t=index_x_p; int index_y_t=index_y_p; } else if(index_y_p==0){ //if going south for(i=0; index_y_t+1 != 'X';i++){ index_y_t=index_y_t+1; } random_value=(rand()%i)+1; index_y_p=index_y_p+random_value; create[index_y_p+1][index_x_p]='X'; int index_x_t=index_x_p; int index_y_t=index_y_p; } else if(index_y_p==23){ //if going north for(i=0; index_y_t-1 != 'X';i++){ index_y_t=index_y_t-1; } random_value=(rand()%i)+1; index_y_p=index_y_p-random_value; create[index_y_p-1][index_x_p]='X'; int index_x_t=index_x_p; int index_y_t=index_y_p; } } [/CODE] Behemyth
  6. Whew*, thank you very much!
  7. When considering to make a voxel terrain, I wondered if all the objects outside of the terrain had to be created out of voxels also. Is this true?