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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.

Eric Wu

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  1. There is an easy way, you can post your server IP in BBS or your blog, users can access the website and get server IP for login. No need to change your codes except inputting the server IP in client login UI.
  2. For Map: Both Server side and client side should have the basic map info such as map size, camp and where can go or not. But server will not calculate how to find the path from A node to B node. Server side just checks if player can go directly from one node to another, if so player can go, if not the player is cheating. Client has to calculate the path and sends the path to server, like player want to move from A node to B node, client calculate the path is A->D->C->B, server side just checks every adjacent node can go directly without any block, but server side has to check the speed and time to avoid speed gear. About the dynamic object with which player can interact, such as flower which player can collect and make drugs as material, client does not have to load dynamic object, server side is responsible for notifying about adding/deleting. For Player: The client has to receive the action commands including the player self and other players and executes them. Also client has to do some game logic to let the game to be more nature. Such as server side send two commands to client 1) playerB move from A node to C node. 2) player B at C node attack you with using magic skill 11. The reason why client receives these two command so close is because the bad networking sometimes. Client should have let playerB move faster then normal from A to C, then attack. You can see some actions more faster than before if the network is not so good. About player move, client can move first, then if server denies, player will be pulled back. but about player skill, client cannot fire the skill until server confirms it. That's why we cannot use skill but can move in bad network situation. Before player use a skill, player has to do some actions like raise the ax, it is a good way in the period client waiting server confirm. For NPC: very same as Player except the AI part. Server side has to use A star to find the NPC move path sometimes, most of the time the NPC move as the designed path back and forth.
  3. Hi, I would like to join this group, already sent a message to you. Thanks, Eric