• 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.

Toriath

Members
  • Content count

    4
  • Joined

  • Last visited

Community Reputation

108 Neutral

About Toriath

  • Rank
    Newbie
  1. I didn't even think about Textures by now.^^ Well, I am going to work a little on this now and when I got a little progress and/or more questions I will come beck here. :D thanks for now @all. Toriath
  2.   One way I tend to look at 'objects' is that nouns are objects and adjectives are properties of those objects.  So I would look at that as only have 1 kind of blade, but that blade has an assortment of different properties.  Inheritance should always be used frugally.   Okay. Instead of creating lots of subclasses for "Blade" I am going to give "blade" an String-array (f.E. String[n] specials = {"special 1","special 2"," special n"}), and the craftingsystem will identify these?     I think I should take a deeper look into enumerations and afterwards read this again. ^^ Well the reason why I want to store the Objects is, that there may be the ability to disassamble the Shuriken and to regain each part with its properties.       Sounds good. As the crafting system will be used in a game later on, I think i know how to implement this in an interesting way :) Thanks for that Idea.
  3.   Hmm, this looks okay, but what if an Iron Sword could be crafted with lets say 5 different kinds of handles and 7 different kinds of blades? (f.E. sharp blade, rusty blade, long blade...) I'll  just go and tell the Sword to use 1 blade and 1 handle and make each "kind of handle", a subclass of handle?   Well, that would work, but what if the shuriken is build out of different spikes? Maybe one grants firedamage and another armor penetration? Would theses Objects still be waste of space? Maybe I didn't pointed it out before, but there wont be predefined weapons. So a Sword is not only handle + Blade What I want is "Sword = Handle + Blade + Optional Items (Power stones f.E.). The Swords Name, attributes etc. shall be generatet out of its materials stats. If i got a big handle(2 att per sec) + long, sharp ironblade(90 damage, Armorpenetration, durability) its going to be a "Sharp Twohanded Ironblade of fast devastation" Thanks for your answer by the way Toriath
  4. Hey everybody, I am currently learning Java, looking forward to do some Game-Development in the near Future. As the title says, I am trying to do a crafting system as a training project.   So these classes are what I got so far (tree structure to see what is child of what)   Item     ItemPart         Spike         Core     Weapons         Shuriken     What i want the crafting system to do is the folowing: You take a random number of spikes (Max 10), and one core to craft a Shuriken. This then calculates its characteristics out of the spikes and core characteristics. But! The Shuriken Object then holds the spike and core objects too, so it is reforgeable, detachable and upgradeable.   so in the end each weapon of whatever type has ist own components AND optional components.   My problems are the components. I COULD, and will randomize some of them, but how do I create preset ones? creating an own class like "sharp spike of whatever" and then always create objects of that. using a Class as databank and define preset objects in it? Using a databank? What would be the most easy way if I donÄt know how to use databanks? Thanks for reading :) Greetz, Toriath     (I feel shame for my bad english :( )