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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 Nevar

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  1. I am making a game in Director, but what I need help with really applies to any language, so I figure I'll post here and see if anyone could help me ---- I'm trying to make a game like Rampart on the SNES, but I can't figure out a good way to detect walled in areas. In case you never played that game, I have some screenshots of what I'm trying to do... In the game you have to build walls around your castle. When youve sealed it off, the inside floor tiles change colors to show that your castle is walled in. www.firststaronlinestratics.com/check1.jpg The dark green blocks in this image represent walls. The light green block is where I placed my last block. Everytime I place a block, it should check to see if I have walled in an area. They're kind of like Tetris blocks. Not all of them are a single block, so that's one of the hard parts. Once a wall is placed, I have to check for the "castle" being sealed www.firststaronlinestratics.com/check2.jpg This screenshot shows what I'd like to accomplish after finding a sealed area. I have changed the interior tiles to a dark color to represent that the walls have been sealed. I don't need imaging lingo code to do this, I just need to figure out the best way to detect which tiles are sealed in and which arent. I'll probably use a text field to represent the game map. O's will be grass (outside) and X's will be walls. So this map would look like this: OOOOOOOO OXXXXOOO OX OOXOOO ...and so on I'm not even sure where to begin on something like this. I figure if a SNES can do it quickly then it can't be too difficult, I just can't figure out where to begin.