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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.

Seraphim

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  1. Panda3D is an easy to use game engine for use with Python. You're likely to find it a bit slow and limited for complex stuff but, looking at your schedule, you won't have time for that anyway. It includes model loading, sound, collision detection, animation and a easy to use utility to create your own installers which also installs the dependencies such as Panda itself, which is a large plus when you finalize your project.
  2. The classic game Another World was made partly with vector graphics. It has just been rereleased, and guess what, due to the vector graphics it still looks good (and definitely stylish). I've encountered various other (arcade) games made with svg. I don't know what libraries they used for that but there are a large number of small svg libraries that render in OpenGL (sdl_svg looks nice). A bigger library is Cairo. It is primarily intended as a drawing canvas for GTK applications but it has many bindings available.
  3. Perhaps the word 'introvert' is more common in Dutch than it is in English. I've closed the survey, thanks for participating.
  4. Quote:Original post by ApochPiQ Some of the questions are a little iffy. For instance, asking someone "how do others percieve you" is never a good way to get meaningful data. I don't entirely agree. But of course you have to be realistic and be careful of the interpretation of the answers to such questions. Thank you all for participating and we hope to find some interesting results to share with this community. The survey will stay online for a while longer so you can still participate if you want.
  5. For a university psychology course we're investigating community involvement. Particularly we're interested in when visitors of online communities start to actively participate. To do this we've designed a short survey and posted it at multiple game programming communities. It will take approximately 5 to 10 minutes to complete. Link to survey Any comments can be placed in this thread and any conclusions from this project will be shared with this community. We, of course, would appreciate your participation.
  6. I believe on can better start learning to program without an IDE but just with a text editor and a compiler, it makes sure you learn the difference between the two and will hopefully prevent you from being IDE dependent. I suggest MingW if you run Windows.
  7. I don't generally use VC so I can't help you there. But I suggest you try using a nested namespace instead of your ERROr struct, like so: namespace BGL { namespace Errors { enum { OK = 0, ... } } ... }
  8. From your list I take it you've put all CEGUI files in the same directory as the source file? Can you show us what the compiler spits out exactly?
  9. Linux fs' are case sensitive perhaps that's the problem. Otherwise it may just not be in your include path. To do a case-insensitive search for all cegui related headers: $> locate -i cegui*\.h and make sure you give the correct include dirs to the compiler.
  10. If you don't object to using a library (like to many seem to do :S) I suggest ImageMagick. It's an easy to use library with bindings for many platforms/languages and even comes with an often useful commandline utility.
  11. Quote:Original post by someboddy Ohh.... I get it. You want a command-line based level editor. No you don't get it. We're discussing potential user interfaces to generate interesting worlds. The interface itself is largely the interesting part in the discussion. Quote:Original post by Numsgil On the other hand, I'm not sure I want it to turn into the computer generating a 3D world from a 2D painted landscape, which would be the logical conclusion this could be taken to. Spatial relationship between words shouldn't necessarily represent spatial relationships between objects in the created world. Rather, distance should somehow represent relative relationships between concepts. ... I like the idea but I'm still a little fuzzy on the implementation. Do you mean colorizing the symbols? Maybe coloring behind them? Maybe symbols should represent constructs. Trees, plants, land masses, etc. Colored symbols could represent a particular attribute of that symbol. A brown tree could mean decidous while a green tree symbol means evergreen. The background color underneath the object could represent more abstract concepts, like solar energy or something like that. Hmm, perhaps let the colors represent 'forces' in the world. For example let green be 'nature' and red be 'fire' or 'energy'. You could than have a symbol for 'tall', a more specific attribute. Paint the symbol with green and you might get a forest. Place a symbol for 'population' near that symbol, to make a relationship between the people and the potential forest. If you were to color the population symbol green as well it might create a forest inhabited by a happy group of monkeys. If you were to paint it red the population might be more energetic or active, for example an industrial community that uses the forest for fuel. Furthermore a larger symbol could be more powerfull and a darker colored symbol more filled with the respective force. A large, deep red population might therefore seriously affect the balance in the world. As you yourself state, you should probably seriously limit the number of colours, symbols and relationships you support to actually finish such a program. But I'd guess you'd need a lot of them to actually make the concept interesting.
  12. Quote:Original post by Numsgil When you say 'composition between the elements', what exactly do you mean? As I read it I think you're meaning relative order, but maybe you're suggesting something I'm missing? I was thinking along the lines of the simplified grammar you propose. A grammar would probably be more durable but using composition for this might be more 'artistic'? With composition I don't just mean 'order from left to right' but also up or below, and the distance. Afterall, in my example a propose a canvase or painting and not just a script. The balance between the elements might be an important concept. For example after you have defined a probably nice world you might come to the conclusion that it has to little energy to support much life. You might decide to leave it or add some 'unfocused' energy (that is, you add the energy color to the painting but not in a specific symbol) that will give unexpected variety.
  13. Quote:Original post by someboddy Actually, this technology is used in MUDs for about 10 or 20 years. Procedural generation yes, but the question here is about the interface. The writings of Myst speak often about finding a right balance between the elements and energy. This balance between, and a specific composition of these elements could be expressed in a painting. If you add symbols to the mix it might make it more interesting. For example a simple for NORTH colored in blue might mean a sea to the north. If you follow this with a brown symbol for NORTH you might end up with a lake with a mountain range to the north. Composition between the symbols might be of influence here.
  14. Quote:Original post by Kevinator The end of Freespace 2. Just amazing. Indeed! The first time trough I actually stayed behind to save as many people as possible. One of the very few space games which had me immersed enough not to 'see if I can blow up this big friendly transport'
  15. The animation is great. I have a few problems with the controls though. When you press left the ship goes left, if you then press right while holding left the ship stops. In an action game it would probably be better to go right and ignore the fact that the left key is still pressed? Also I can move the ship upwards while holding left and right but not downwards :S