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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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About egoplant

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  1. I'm trying to figure out how to implement just turning instead of walking. I'm making a grid based game and there is 8 frames in between every step that's allowed. However I want you to be able to just tap a key and turn instead of automatically taking a step. I've tried this taking an 8 frame pause if player walks a direction he is not facing. Unfortunately it just makes it clunky to walk around when you're turning while walking.
  2. Thanks for all the replies, you've given me a lot to think about. I will try and implement one of them.
  3. My game is a sort of grid type of game. My problem is, once I initially load one area, if I leave that area and come back all of the objects in that area reset, because my way of loading an area is just a list of all objects to generate in that area. I'm wondering what the best way to keep track of objects would be? Like for example, if someone moved an object one square to the left, how would I know that next time he reenters the area?
  4. What do you mean by an engine? I was thinking of using XNA. When I used to program a long time ago I made something similar with javascript, I just didn't know if the way I did it was the best way of doing it. http://www.mediafire.com/?84t4yat6i8rds48 I just felt like doing something like this again, except not in a shitty way with javascript, so I thought XNA would be good. Programming is just and on-again off-again hobby for me so I don't really care about distribution at all.   EDIT: I forgot to say, thanks for the link and stuff, it's exactly what I was looking for.
  5. I don't know if this is the right forum, but I was wondering what would be the best way to make them? I am new to programming, my idea was to make the character always be in the center of the screen, and the map moves around him. For the map should everything be in gridded blocks (like Super Mario Bros. or something)? I'm not really sure how to approach this.