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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 goowik

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  1. Amazing! Thanks for the help Can't wait to start coding. I shall create another topic when everything is done (code-wise) As graphically it might take me a loooong long time.
  2. @Dragonsoulj: thanks, now Googeling time
  3. As Stormynature stated start with something like pong or even chess if you know the basic. BUT when doing that and here is where the issue start when reading most of the tutorials: Don't write a bunch of code in just one big class. Make use of entities, actor pattern, ... (interfaces and abstract classes). If you get the hang of it, try creating a basic poker game with AI, so you get the hang of how comparables work, equals, AI, ... And don't forget on how to pause, safe your money in a file, ...
  4. Hey camcd, I'm not sure what the exact problem is with your packages but let me tell you how mine works. First of I'm using an IDE (eclipse to be exact). When creating my packages I make sure I have a main package (which is the name of the game) and then the sub package. For example: [quote][i]gamename[/i].entities[/quote] Every single class that has anything to do with entities will be put in the entities package. [CODE]package gamename.entities;[/CODE] the hierarchy of the files should be something like: [i]-src[/i] [indent=1][i]-gamename[/i][/indent] [indent=2][i]-entities[/i][/indent] [indent=2][i]-model[/i][/indent] [indent=2][i]-helpers[/i][/indent] [indent=2][i]-views[/i][/indent] [indent=2][i]-starter[/i][/indent] [indent=2][i]-....[/i][/indent] As for other tips you might want to use 2D libraries like [url="http://www.lwjgl.org/"]lwjgl[/url] or [url="http://slick.cokeandcode.com/"]slick2D[/url] (which is a "fork" or not sure how its called from lwjgl). Oh and i suppose you could find some great tutorials on youtube (instead of plain text websites). If you use lwjgl check this [url="http://www.youtube.com/watch?v=0v56I5UWrYY"]link[/url]. He has some amazing tutorials. Regards
  5. k thx, so I checked around a bit on how files are manipulated on a server. But I seem to only find chat servers in java. Are there specific terms I should be looking for?
  6. I'm sure if you got my question I don't have problems with using the skills now, but I need help saving them. As stated I have a partial solution using xml... But I'm not sure about it's safety (where members might be able to modify em). Regards
  7. Yes indeed. I don't have any issues programming that part (the "pool"). But as stated i'm not sure how to retrieve these skills and cards. As of now, I have an xml file and a parser. Unfortunatly this isn't safe in my opinion. So any advice on that matter would be welcome
  8. Hoping on an answer Regards, Goowik
  9. Hoping for an opinion on my reply to [i]Moonkis [/i]answer. regards
  10. [b][i]@Canvas:[/i][/b] It's as Moonkis suggests, each card will have a list of effects (usually 1 to 2 different effects) which on their turn have a cost. So you pay mana for your card, when that card is into play, you can play it's effects optionally. [b][i]@Moonkis:[/i][/b] Well that all depends how a card is saved. If its xml I thought of doing something like this: [CODE] <?xml version="1.0" encoding="UTF-8"?> <creatures> <creature name="Skeleton"> <description>This is a skeleton</description> <damage>3</damage> <health>2</health> <cost>2</cost> <type>ground</type> <effects> <effect name="Lightning"> <target>opponent</target> <skipturn>false</skipturn> <damage>2</damage> <cost>2</cost> <effect> </effects> </creature> <creature name="Slime"> <description>This is a slime</description> <damage>1</damage> <health>1</health> <cost>1</cost> <type>ground</type> </creature> <creature name="Pinguin"> <description>This is a pinguin</description> <damage>0</damage> <health>3</health> <cost>1</cost> <type>flying</type> <effects> <effect name="Heal"> <target>self</target> <skipturn>false</skipturn> <damage>-2</damage> <cost>1</cost> <effect> <effect name="Push"> <target>target</target> <skipturn>true</skipturn> <damage>0</damage> <cost>1</cost> <effect> </effects> </creature> </creatures> [/CODE] But there are 2 issues I know of:[list] [*]All possible effects (what target you can choose, how much damage, how fast, how much cost, ....) should be implemented in each single creature, whether the effect is doesn't do damage, doesnt target anyone, you always need to implement everything. [*]This isn't safe, everyone can alter an xml file. [/list] [i][b]@samoth & AlysiumX:[/b][/i] Well I'm not sure about if the combination of the elements you stated is patented. I thought they may only patent the assests and name. Offcourse if the gameplay is identical thats a different story, But let's say I combine this with the importance of how you position your cards in front of the opponents and with a use of a hero card. I suppose it wont be justified then. And even so, It's not like this game will ever be popular
  11. Hi, So I'm starting to create a simple[i] 'trading card game'[/i]. I have no issues with the simple 'attack damage' reducing players health, but how should I implement a skill system? For example a card cost 2 mana. That card has a skill which says if you play 1 more mana you can draw a card. [b]How to implement this? Also how to store these skills for later use?[/b] I mean I'm still wondering how I should save my cards. XML isn't really secure but can be easy to test out stuff. [b]So whats your opinion on this?[/b] Kind regards
  12. OpenGL

    Thanks, will look further into it!
  13. OpenGL

    @Brother Bob: Okay now I get it! So most of the code is backwards compatible till OpenGL 3.0. Just out of curiosity, client/server side is this applicable to most graphic libraries (such as directX)? @CodedVentures: K so that clears most of it. To recap you simply have 2 "packages" (if I may call it this way):[list] [*]The Core package [*]The Compatibility (which was introduced in 3.2) [/list] Will the core always be the same? As all deprecated methods were removed? EDIT: I also was looking for a decent book to buy/rent and came across the "[i][b]OpenGL Superbible[/b][/i]" But on [url="http://www.amazon.com/OpenGL-SuperBible-Comprehensive-Tutorial-Reference/dp/0321712617"]Amazon[/url] it does seem to have a low score (3.5/5) and the reviews are very various.
  14. OpenGL

    @mhagain: Thanks for the detailed explanation. But after searching OpenGL's wiki I found the [url="http://www.opengl.org/wiki/Vertex_Buffer_Object"]Vertex Buffer Object page[/url]. Unfortunatly the following is written: [quote]Legacy Note: Versions of OpenGL prior to 3.0 allowed the use of client-side data for vertex rendering, but GL 3.0 deprecated this. Core GL 3.1 and greater forbid client-side vertex data, so VBOs are the only means for rendering.[/quote] And they state offcourse that it is recommended that we do not use any of these functionality in our programs. So I have a two questions about this:[list=1] [*]What is the meaning of Legacy? as 'lardpensjo' stated. [*]What do they mean by client-side data? Isn't everything client sided? [/list]
  15. OpenGL

    @lardpensjo: Just so I understand better: By Legacy OpenGL you mean the way of writing code? Not the library I'm using? Thanks a bunch for the link! Guess I have some work to do testing out @mark ds: okay, I guess I forgot to mention that I'm using [url="http://www.lwjgl.org/index.php"]LWJGL [/url](The Lightweight Java Game Library). But I guess the OpenGL code isn't much different from c++.