• 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.

Wysardry

Members
  • Content count

    373
  • Joined

  • Last visited

Community Reputation

244 Neutral

About Wysardry

  • Rank
    Member
  1. Does GAMBAS include game graphics and sound/music commands? I couldn't see any mention of them on the site.
  2. Oberon_Command: Thanks. I didn't realise that FreeBASIC was still being developed.   smr: The last time I tried Visual Studio, there were a lot of dependencies that had to be installed along with it, which put me off using it again.   Alberth: It's mostly personal preference as I grew up using BASIC on various 8-bit home computers. I have since dabbled with C, Perl and PHP, but wasn't as comfortable using any of them. BASIC has become more structured over the years, and many versions are now compiled instead of being interpreted, so there are fewer reasons (for me) to use other languages.
  3. Does anyone know of any actively developed (regularly updated) BASIC compilers suitable for creating simple games, other than PureBasic, AppGameKit and GLBASIC? This would be for programming on Windows 7 or 10 computers.
  4. I've discovered that Heroengine has a spline-based, "ribbon water" river tool that allows you to create rivers and streams at different heights and widths, which might be an option for anyone wanting to create a massively multiplayer online game (I'm not).   There's a 3 minute Youtube video at http://www.youtube.com/watch?v=l5G1Ys0Bazc showing how to use it.
  5. Cryengine also seems to have good water simulation. It includes a river placement tool, but doesn't currently allow them to slope.
  6. Project Anarchy seems to be aimed at mobile devices.   I asked at the C4 forums, and it seems that there are plans to add river creation features (including downhill ones), but the engine doesn't currently support them.
  7. I’m looking for a game engine that can handle large terrains and allows for realistic water flow. I would like to be able to place sloping streams and rivers, with waterfalls. Being able to have small boats travel the waterways would be a bonus. Does anyone have any suggestions?
  8. Creation of roads and rivers isn't mentioned in the list of features for Terragen 3 and searching for those terms in their forums brings up posts about using third party software to add them to Terragen 2 terrains.
  9. I'm not sure if this is the right place for this post, but I'm looking for help in finding suitable terrain generating and editing software that runs in Windows 7. I will be using it to create a very large terrain for use in a 3D game engine (I'm not 100% certain which one yet) which the player can walk around on or fly over at low speeds. It would be handy if it could create terrain for an entire planet, so that I can then choose which parts to export. I would like it to automate as much of the process as possible, so that minimal work is required after the terrain is imported into the game engine (as I'm not sure it will have its own terrain or object editor). It should have the following features as a minimum:- Runs in Windows 7. Procedural generation of very large, detailed terrains. Procedural generation of streams, rivers, lakes and oceans. Manual editing of terrain (for placing man-made features) Option to add roads 64-bit O/S support Multi-core CPU support Does anyone have any suggestions?
  10. I recently bought a laptop with Windows Home Premium 64-bit and was wondering if I could install both MinGW and Visual Studio 2010 Express on it without them clashing in any way.
  11. [quote name='Wavinator' timestamp='1296604992' post='4768221'] Is it possible to synch the players so that, no matter what, they need rest at approximately the same time? [/quote] I think most players would accept their level of fatigue being affected by a lack of sleep/rest and there being a point where that would incapacitate their character. However, they would also expect that to vary depending on their character's stats, and how active they had been. I suppose each character could be defined as more/less alert at night during the creation process and/or by their actions, with appropriate bonuses and penalties when doing tasks. [quote name='Acharis' timestamp='1296660860' post='4768532'] How many of them will be online when you login? If they live in different timezones and each play for 2 hours a day then statisticly you can meet only 1 fellow player... I don't see it working for an RPG. For turn based strategy, no problem, but realtime RPG with its social interaction... [/quote] The idea is to allow people who want to, to play with a few others without hundreds of strangers being there too (as there are in MMORPGs). Most of them will probably already know each other to some extent. It shouldn't be too difficult to provide a method of finding other players who are online at similar times so they can meet in the same game. It worked for Diablo and Neverwinter Nights.
  12. [quote name='Wavinator' timestamp='1296171893' post='4765941'] This is why I propose zones. If I'm in zone A stealing from a vault in real-time and you're in zone B sleeping you can't interact with my zone until I'm done. Better yet, a "virtual GM" would give you something to occupy yourself with until I'm done. [/quote] I can still see problems with that. Imagine a group of characters going into a large dungeon and then deciding to split up to cover more ground and/or not get in each others' way in the narrow corridors. If one group decides to sleep, but the other stays awake as they encounter more enemies, it wouldn't be very practical to force the first group to stay put until the other sleeps too. It seems to me that this system would encourage players to delay sleeping and discourage any form of friendly competition (as in one group saying, "I bet we get there before you guys").
  13. I have thought about giving each player something worthwhile to do whilst their character is asleep, but haven't yet come up with a suitable activity. I wouldn't want it to be so trivial that it became "busy work", nor so important that being interrupted when the character woke up (possibly unexpectedly) was a big deal. I like the astral form idea, but am concerned it might become frustrating to be non-corporeal for lengthy periods. Allowing player characters to get out of sync seems to be an even more problematic option though, as it could so easily introduce time paradoxes. Dealing with issues like one character doing/taking something unique in real world time, and another doing it after, but still before them in game time, would not be easy. Forcing a player character to jump forward in time would cause issues if they were in combat, trying to break into a closed store or in some other time critical situation. I have been thinking in circles with this one for quite some time, yet I still can't help feeling there is a simple solution that I'm missing.
  14. Whether a particular feature interrupts the flow and fun of the game is subjective. For example, a player only interested in combat may not appreciate going into town to buy and sell or talk to NPCs. I don't want to include sleep just for realism purposes. I feel it also adds depth, believability and a way to include additional gameplay and story elements. Consider what any group of heroes in an action/adventure movie do when it is time to rest. They don't just drop all their gear on the ground and go straight to sleep. They check their equipment, eat, plan their next move, post a guard and/or just sit and chat first. Once they are asleep, they may be attacked, have something stolen from them or have a prophetic dream. In Oblivion, the day and night cycle did have a gameplay purpose, as did sleeping. Night was the ideal time for stealthy thieves and assassins to practice their skills, or for more law-abiding characters to attack a bandit camp. The character's level only increased after resting.
  15. I was planning to have game time pass more quickly than real time, but only at something like a 6:1 ratio. Opening hours for stores are something the player could plan around. The biggest problem is that it would take over an hour of real time for a character to sleep. To speed up that time would really require the consent of all the players in the game world, and they may not all be working/playing together. Having the stores open 24 hours and/or removing the need for sleep reduces believability and some gameplay elements.