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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 BrandonHeat

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  1. Thanks for your answers. I will read through the posts you've suggested.
  2. Hi All,   I'm am writing ( or trying to, at least ) a simple 2D hack 'n slash RPG in C++ / SDL. Something like Diablo ( or Flare ).   I've got most of the stuff down, but I'm quite perplexed about how the AI should behave. It seems that the monsters don't automatically attack you as soon as they spot you, or you would never be able to get the first hit in. They also don't seem to be attacking continuously like you are, and sometimes leave you an opening for a free attack.   I can't seem to figure out their patterns, and the random things they do sometimes. Could someone refer me to a related tutorial or explain to me how AI works in a hack 'n slash game. An example pseudocode function will be really helpful as well.   Thanks in advance.
  3. I have taken a look at what you suggested, and it seems to be exactly what I am looking for.   Thank you for your reply!
  4. Hello everyone, This is my first post in the forums and I'm not quite sure which section I should post it in, but "Beginner" sounds like the most suitable one.   I am relatively new to game developement, altough I've done ( partially at least - I never really finished it) a very small turn-based strategy / RPG in Flash a few years ago, and a side-scrolling space shooter in C++ / SDL. I've thinkered a bit with OpenGL and 3D, mostly out of curiousity, but haven't really done anything in it.   In both my previous games I have used sprites from really old games for the backgrounds and characters, but now I'm thinking of doing something a little better looking, and with a bit more freedom of movement. Basically, I am aming for an environment like that of Wartune. Here are a few screenshots of it:   http://wartuneonline.com/wp-content/uploads/2012/06/Wartune_Basic_Operation.jpg http://static.r2games.com/newsimg/wartune_g_currency.jpg   My question is:   Is there some (preferably free) software, something like a map editor, that I can use to create an environment like this - basically starting with a huge grassy field and adding trees / buildings / rivers / etc? ( I am literally envisioning the WarCraft III Map Editor right now, which was exactly what I need, but not game-specific, or including any scripts, just a map I can export as an image ).   I've come across a few tile map editors, but what I've seen in their screenshots is a lot more pixelated and console looking than what I am aiming for. If there is an option to change the camera angle when creating the battle arenas, like in the screenshot below, that would be great.   http://www.insidesocialgames.com/wp-content/uploads/2013/02/Screen-Shot-2013-02-12-at-11.26.02.png   Thank you in advance.