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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.

K1rl

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  1. lol @ Álvaro, I love Dilbert! [img]http://public.gamedev.net//public/style_emoticons/default/laugh.png[/img] Thanks for your thoughts kseh! I had been thinking along those lines, but because the fires spread erratically I can't predict a large area to fill at once. So I'd just have to run the fire function with 0 spread delay a nr of times, if this is fast enough. I fear for larger areas and another tricky problem I foresee is offscreen fires not burning back into view if the material is there. [img]http://public.gamedev.net//public/style_emoticons/default/sad.png[/img]
  2. Thanks for the thoughts all, I have included a link to an earlier prototype because a picture says more then a thousand words (not to mention 30.000 words a second). [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] You can see it in action here: [url="http://kirl.nl/pixelfunk.html"]http://kirl.nl/pixelfunk.html[/url] (click screen to set focus) Controlls: Arrow keys = move and turn Ctrl / LMB = shoot Space = change weapon (gun, fire, water, matter) Hold Shift = drill mode for when you get stuck Alt = generate new random walls What is the structure of your world (continuous, tile-based, ...)? The world is continuous, I tried adding an underlying grid in an attempt to optimise some stuff, however this hasn't been very succesfull yet... How large is the world? I'm not sure yet how big the world will be, for now the map doesn't scroll so it's as big as the screen (400x550); How much burning stuff does it contain? Depends, in theory the entire screen can be ablaze. How large is one "unit of fire" (if applicable)? One fire unit is a sphere of about 20x20 pixels. Do burning things stop burning? If so, how fast, and can they burn again or are they scorched? One fire unit continues until a delay (~1-2 seconds), then it removes the underlying material, checks for neighbouring pixels (starts new fires if there are) and removes itself. So the burning material is basically being chipped away by little sphere shaped bites.
  3. Hello, I'm working on a game with destructible and rebuildable environment, which is working great. Fires slowely spread and burn up any material it touches. Now I would like to make the (top-down 2d) map scrollable, but I'm unsure of what to do with things like fire. I can't keep this running these offscreen processes while maintaining performance, but it would be weird if it stops or dissappears after moving offscreen. Any ideas on how to handle this? I don't keep track of the fires in an array or something, every fire is it's own little isolated process and checks after a delay wether it is touching material (non transparant pixel) and starts new fires at those locations. PS: I've been a member of this community for nearly a decade now (Kirl), but I had to re-register because I forgot my password and don't have acces to the mail acount I used at the time I registered.