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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 aussalmo

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  1. My first post here. Please forgive the post length. I'll provide some background. I'm a mature-age hobby programmer working in a small team that is working on an addon/enhancement for a commercial combat flight simulator game. The game already has collision models, flight models, aircraft models, maps, terrain textures & all those things necessary for a combat flight simulator. Aircraft and ground objects 'missions' are scripted in a text file ie waypoints with actions to be taken along the path. Objects already interact independently of scripted code. eg. An anti-aircraft unit will automatically start to fire at an enemy plane when the plane comes within range.   What we are aiming to do is to build a persistent-war for the sim. One where on-line players can jump in & the Ai is 'controlling' the war much as a 'General' would control his army. ie deciding where units are sent, what their missions will be, what the current overall strategic situation is like, what the strategic goals of the army objective will be (which may change over time or as the battle progresses). It is intended that this 'war' could run for weeks. The scripting language is C# which I'm confortable using. The game code exposes many different events within the game eg OnAircraftTakeoff method will be fired when an aircraft takes off from an airfield. game events, outcomes, stats and any other needed information would be stored in a MySql database (again we know how to do this OK).   I'm interested in using something like a simulated annealing approach to developing a strategic Ai to 'control/manage' the war. I'm not dumb, I understand the idea behind the algorithm heuristics, but I can't get my head around the practicalities of coding such an approach.   1. How to determine overall META strategy for an army? (This would be equivelent to a General controlling the army) attack enemy airfields (to destroy planes)? attack enemy shipping (to reduce supply)? attack enemy factories (to reduce production)?   2. How would the Ai 'decide' when to switch META strategy?   3. Once META strategy is determined, how to get the Ai to 'decide' which missions to run & what strategy each squadron/army sub unit should use? (This would be equivelent to a wing commander, division Colonal or Brigade Commander controlling forces under his command) Send bombers to bomb a factory? Which factory? Send fighters to scout-out enemy aircraft as a defensive manouver? When to move AA units to be more effective to intercepting enemy bombers? When would a bomber squadron 'decide' not to travel a certain route to target due to AA losses?