• 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.

CaymanS

Members
  • Content count

    3
  • Joined

  • Last visited

Community Reputation

116 Neutral

About CaymanS

  • Rank
    Newbie
  1. Thanks for the replies!   The "seemless noise" article was very helpful. My game runs on iOS so hopefully I'll be able to link against ANL / libnoise. @sunandshadow: I don't know. The "smoke" that emanates from the playing cards in SolForge are made up of 20 distinct pngs.   Thanks again, CS  
  2. Hi,   I am working on a simple card game (like SolForge). That game has some pretty simple effects - look glows around cards, etc.   I've looked at the visual resources that SolForge uses and the effects are generally a long list of png images that are played in sequence.   Can anyone recommend software that is used to create these types of effects? For example, I'm assuming that that an artist didn't hand animate every single png in the "glowing smoke" effect that surrounds playable cards.   Thanks!
  3. Hi,   I have written several perfect knowledge games (chess, checkers, othello, etc.) but I would like to better understand the common mechanisms that are utilized when dealing with card games - where the AI opponent doesn't have knowledge of what cards an opponent is holding (and no, I do not want the AI to cheat). I don't understand how I can build a game tree (and then minimax, etc.) without knowing the cards the opponent is holding. The only thing I can think of is to use probabilities to make meaningful guesses as to what the opponent has. The AI in something like the electronic version of Magic the Gathering appears to make very good choices but I'm just not sure how it works. I'd really appreciate it if someone might shed a little light on this for me. All the very best, CS