• 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

835 Good

About IndyOfComo

  • Rank

Personal Information

  • Location
    Omaha, Nebraska, USA
  1. If you want to program in bed :) , I suppose you could get a really simple laptop and VPN into your desktop.
  2.   Why not? Recettear has the dungeons, but they aren't required. The friend who introduced me to Recettear beat it without ever doing a dungeon.
  3. I'm with Diego--maybe it can be shortened because there's a shorter way of saying what you're doing.   Personally, I wouldn't bother with the +Event method if all it's going to do is call a method of the same base name and do nothing else.   ButIRecognizeAndEmpathizeWithFolksWhoDoNotLikeTheCurrentPopularConventionOfRidiculouslyLongMethodNames. There's something to be said to reading something short (say under 30 chars) and know which method/value is being referenced, rather than having to read all the way out to characters 55-60 to finally distinguish entities.
  4. Also you could put in a timer function to enforce delay, to put a maximum effectiveness or gimp modded controllers/programs.
  5. Been listening to any They Might Be Giants by any chance?  ("The Statue Got Me High")   I'll need a bit more direction. I like what you've got so far, but where are you liking input?
  6.   I don't understand your code. Although, it looks like your List is of type Icon, but your item icons are subclasses of GroupIcon The List should be <GroupIcon> ?   Also, get should return: get { return icons[selectedPointer] as GroupIcon; }   meaning, you are being returned a GroupIcon, or one of its derivatives   I think all of your problems will go away, simply by making the lists not <T> but <GroupIcon> and call it a day     Sorry, slight mistake in the goal code...fixed BasicComponent.   Before going down this path, I had tried just having List<GroupIcon> in BasicComponent but then ItemGroup with List<ItemIcon> didn't have access to the methods particular to ItemIcon. (There isn't an inverse of base., is there? Where I could have the parent say 'go execute the child's version'?)
  7. Somewhere in stackoverflow I found a question similar to my situation, which was like finding a needle in a haystack. But I foolishly closed my browser before I was completely done with my coding.   Here's my goal....   class BasicComponent {      List<GroupIcon> icon; }   class ItemGroup : BasicComponent {      icon.Add(new ItemIcon(seed)); }   class MonsterGroup : BasicComponent {      icon.Add(new MonsterIcon(seed)); }   class GroupIcon {} class ItemIcon : GroupIcon {} class MonsterIcon : GroupIcon {}   Using an interface for the icons worked great, until I needed additional methods for certain icons--not just different execution of the methods, but whole new methods. Since of course if the method wasn't defined in the interface the compiler couldn't find it, and I didn't want to add it to the interface and have to define it in all the other classes which didn't need it.   The answer I had found at stackoverflow was basically making my own List<> which only accepted certain types of objects. The code looked something like this: class IconList<T> : List<Type> { public void Add(Type t) { if (!typeof(GroupIcon).IsAssignableFrom(t)) { throw new ArgumentException("Type must be IGroupIcon, or implement/inherit it."); } else { base.Add(t); } } } But this isn't really working for me yet, so I have something wrong. For instance, this accessor... public GroupIcon SelectedIcon { get { return icons[selectedPointer]; } } can't compile cause it's trying to convert Type into GroupIcon. And if I change it to Add(GroupIcon t) then IsAssignableFrom() isn't valid. (of course).   What'd I do wrong here?
  8.   Probably spending more time on EVE yeh ;)? Cant believe I only just noticed the logo   <- ex player, left for programming well worth it ;)     Heh, ya used to. But I also dropped my subscription to code more. I lapsed in August. I just couldn't excuse the sub for 2-4 hrs/ week, not counting lunchtime PI updating. I'm thinking about taking a break in January and subbing again for a month, lose some internet space pixels. I used to blog a bit about my journey, just a little. And I love my Amarr ships.  
  9. To answer my own question, I am a professional non-game programmer. Assembly(as is described in my signature), so not remotely connected to hobby gaming. (If you're using assembly-level programming in your game, I'm calling it not-hobby.  ;)  )  On my hobby programming, I usually manage 4 45-min lunches through the work week, and one night of 1.5-2 hrs.   So in total I only get in about 4.5-5 hrs per week.
  10. I'm just interested in hearing how much time people put into their game development. If you like, please respond with an average weekly total in hours, and what's your level of experience. (Are you hobby programmer only, or professional as well? Is this your first or second game, or have you completed 10 games?)
  11.       It isn't. GameState is uppercase,      No, it's not.
  12. Would it be good advice though to pick different names?  gameState and gameStates are pretty easy to get confused.