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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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  1. Let me clarify: As of right now, I only make SQL calls on entity creation. The object creation call is made form Lua, then C++ does a query on what info it needs, creates the object and pushes it to a vector and closes the SQL connection. Anything after that point is done by accessing the vector. I assume by what you are saying that things like entity creation should be handled with a simplified Lua call and Query but things like existing entity movement triggers should be handled by Lua because it is faster and reduces the total number of queries needed. Also, because what I am storing in the first database is basically sprite file paths, character stats, ability stats, etc. These are only needed on creation. For example, two scenarios: Creating an NPC-> initiate from Lua, Query DB from C++, create object and push to vector. Move an NPC->initiate from Lua, get object by name in vector, move. No query needed. Does this design make sense? Similar design across the board with menus, spells, player characters, etc?
  2. Hey guys, first time poster. Game design question: I have been working on a top down 2d rpg for a while now. I have integrated Lua/Tolua++ as well as sqlite3 support. I have been able to use both to create pretty much anything I need in the game. Problem: I continually run into architecutural design issues when working with this setup. I have gotten to the point where I could practically use the database for everything in the game or I could create everything in Lua. For example, I could write out a script to spawn all the NPCs in the game, assign sprites, names, dialogue, etc. however, I could do the exact same thing with some interesting database design and/or queries. As you can tell, there is a gray area I need to flesh out before moving forward to prevent future architecture changes. Currently, my Lua script calls something like, SpawnNPC(12) and my c++ core runs a query with a bunch of joins and gets all the information it needs to create the object. If I go even further, I could write a Lua function like, SpawnAllNPCs(map) that would make my engine ultimately create all the objects for the give map. My issue is that I don't know how much flexibility I should leave to Lua and how much control SQLite should have. My question: what part of the game should be controlled by Lua/Tolua++ (simply because lua is a far better choice for controlling that part of the game) and what part should be done via queries (again, because SQLite3 would be a better choice for controlling that game). Specifically: creating entities, controlling entity actions, using spells/abilities/menus, etc. Any help is appreciated!