• 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.

suliman

Members
  • Content count

    1311
  • Joined

  • Last visited

Community Reputation

1647 Excellent

About suliman

  1. Hi I have a A* gridbased pathfind for a city builder I'm planning (think banished or stronghold). Units can walk in 8 directions from each tile. But I want more free movement. Look at the example pic below. The pathfind finds the path in step 0 to 19. But now I want to "simplify" the path so the unit goes straight from node marked 0 to 10 (and obviously also from 12 to 19; i forgot to mark this in the picture). Any good algoritm to "reduce" the path in this way? I understand I need to check if there is a unbroken "line of walk" between two nodes but if i start with checking 0 to 1, 0 to 2, 0 to 3 until i find that 0 to 12 doesnt work and stop there (so I throw away nodes marked 1 through 8) this would be VERY slow. Any idea?
  2. Yeah i've already got a system for cueing pathfinding so I plan on starting like this (allowing max 10 or whatever pathfinds per tick) and see if that works out (no noticable impact on performance). Just wanted to ask the forum anyway to see if I was planning this correctly. Thanks guys! Erik
  3. Hi In a game like stronghold with many workers going back and forth from a workplace to a dropoff-point for example, would I store the path and then use it backwards to not have to redo pathfinding all the time? If the moving units in the city doesnt block movement, very often I could just reuse the old path. Only if i run into a wall (if the player constructs a new building in the path of the old workers) will I recalculate the path. Workers in old age of empires for example, do they pathfind every time they go back to drop off gold in the storage? Thanks! Erik
  4. Hi! Making a medieval city builder in the vains of banished, anno and stronghold. For harvesting resources like trees and surface stone I see a couple of options: 1. Buildings harvest in their vicinity (woodcutters hut in stronghold, almost everything in anno) 2. Unassigned workers harvest resources that has been "marked" for removal (banished) To me the first option is more streamlined and resource income will be more even. The other one demands more input from the player and resource income will come in chunks. What are your thoughts and could you come up with another solution? Thanks! Erik
  5. Yeah, numbers are just an example. I think they might need to be non-linear as well (100% coverage isnt necessarily giving double bonus compared to 50 % coverage).
  6. Yes the key is probably something like that: make conquest two parts. First destroy the defending fleet, then you need to deploy ground troops to disable shields/ conquer cities and kill of garrisons. Simply put: don't allow fleets to do "everything" required to expand your empire.
  7. Nope just planning the game for now. How is it sterile? It strikes me as more flexible than the two major series I mentioned (stronghold and anno), and those games work fine. The idea is that complexity allows for bigger cities. Other things like access to better roads can also give increased pop cap (and as the other things, the ratio of how many have access to it will determine the pop cap bonus).
  8. I can only agree with RidName. Why would I play this game over any other typical ww2 shooter? It sound A LOT like call of duty. Such games are also highly dependant on polish to be enjoyful. You need a big experienced team (since it's both 3d and online) and a lot of money. And such games fail all the time even IF they have a big experienced team and a nice budget. There is a reason indie studios often stay away from the genre, they just end up boring if not done just right. As you seem to be quite new to game development, mod another game or come up with a scope you can actually pull off (I assume you are alone in this project). If you are completely new, complete (not only start) at LEAST a couple of 2d games before starting one in 3d or you'll just be frustrated and not complete it.
  9. Hi Im planning a medieval city builder / sim inspired by the stronghold, banished and anno series. For population growth a common mechanics is either you need to maintain positive "happiness" (stronghold series) or you supply more and more goods/services to get higher level inhabitants (anno series). You also need houses but that's basically a given. An idea i have: You have a pop cap initially. To raise it you need to add goods/services but you choose what and in what order. Then the % of the population who has access to these goods/services determines your city's increased pop cap, the info screen for it could look something like: Base pop cap 20 Ale (53 %) +5 cap Religion (21%) +2 cap Pottery (100%) +10 cap Food variety ( 3 types) +6 cap Total pop cap: 43 What do you think? The idea is to let the player have more freedom in how he/she develops the city depending on the map resources and other factors such as climate.
  10. Im doing a near future global wargame where factions are fighting for control of towns and cities on a world map. I need cities to be reduced in population (from 10k to 1M inhabitants) with most old famous cities like London and New York abandoned and new empires replacing old nations like the UK and China. New empires will be affected by old populations and cultures but new religions may have risen. A region like Europe will at the start of the game have around 10 settlements only; armies move around on a global scale and each turn constitutes a season (3 months). My first idea is to have the AI:s gone bananas and tried to wipe out humanity. Releasing all nukes, spreading nanoplagues, wiping out power grids etc. This would explain why much of the old infrastructure is gone (i want the player to rebuild structures in the settlements he/she conquers). Around 10-15% of the world population survives the chaos and slowly starts to gather in some few safer settlements (this is when the game starts). Any comments on this idea? Any other idea that might be cool for the setting i need the world to be in? Thanks! Erik
  11. If i run the game exe with compatibility mode for windows 7 ticked the error is no longer present! Yay! Any way to set up visual studio 2013 so it launched the compiled exe (both for debug and release builds) in this compatibility mode (win 7)? To clearify; it works when launched from the file explorer after right-clicking and ticking the win 7 mode, I want this when running the exe from "within" visual studio 2013. Thanks for your help Erik
  12. Anyone? Ive changed some stuff but still thinks the icons are not very clear. Is it not possible to better mix a background photo and icons? Noone has any idea or tip? Thanks Erik
  13. No i will simply leave all non-POD members out of the save/load range. They will not contribute to any broken data then as far as i understand. And as I said, I dont see any viable alternative.
  14. I wasn't aware of the issue until now and now I know what members that need special handling (manual save/load). If there is a good alternative I would go for it, but right now, saving and loading each member manually is simply a "no go" for me (I would have to remake both save and load functions each time I add or change a member to any of the classes that needs to be saved/loaded to disk, which is basically all the time). And those save/load functions would be monsters to begin with (my town class has 87 members at the moment, all of them PODS).
  15. I finally found it! Thanks for your help guys! Simple custom classes (that include only PODs even if its in many layers) can be saved/loaded fine with my "load/save-section" defines. The problem is a single member: std::vector<void*> path; that I use for pathfinding. If i move that one out of the save/load range it works fine. So it's because it's not a POD? I already handle this one manually after a load but anyway to avoid the debug assertion failure? My point is it's easiler to save that class in it's entierty and then deal with the few unique members that isn't safely saved/loaded.