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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. [quote name='Valgor' timestamp='1351522063' post='4995073'] [quote name='phil_t' timestamp='1351483689' post='4994936'] I'm not sure I understand the need for all the code about directions ... you could just figure out which tiles need to be loaded based on the player's current position in the map[/quote] Figuring out which tile to load is what the direction code is about. It's a book keeping system to see which one to load based on your current tile and also helps to let the program know where to render that tile on the screen. [/quote] I assume you're loading tiles in the direction the player is moving? We tried that early on (long time ago so may be better now) but it was easier just to assume that in our world a player could move to any of the 8 surrounding tiles and that any of them could be drawn at any time so load all of them and to reduce any load stutters to thread the loading of the next 16 edge tiles as well.
  2. I'm not a coder so I have no real idea if this will be helpful BUT... I have worked on the largest MMo map in history for about 10 years and the biggest head ache we've had was workign with world origin offsets. The problem is that our world size and need for placement precision of active and passive entities meant we had to use relative locations. Why exactly is this an issue? I'm not the tech guy I just produce but I can tell you it is worth thinking about given the sheer amount of complaining about the system that my guys have given me over the years. Hope it's woth a penny.
  3. Photo: wilwheaton: Mazzio’s at the Farm 1983? http://t.co/DriDWqHi