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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.

InsideTheAsylum

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  1. To answer the OP, I think menu-based exploration really only works when you're involved with many different tasks at the same time. Take a look at those online browser MMORPG games where you select from menus what to build and when. These games are exciting because there is so much going on at the same time. You have a real sense of urgency to build & explore because if you don't, you're going to get wiped out. Let's say you send out an exploration party to an enemy base to see what their tech level is or what they're building -- well, there's a real sense of danger in that because they know that they're being scouted and that they might retaliate. At the same time as the scouting party is deployed, you're also scouting other people, queuing up units, planning a course of attack with your team mates, etc. However, if the only thing you can do in your game is control the actions of one scouting party via menus.. well that's not exciting. You're just playing windows explorer there's no real impact as to what you're doing.
  2. Hey guys, I was thinking of trying to create a 2D platformer world where the maps aren't defined with a tile-grid. That is, all of the surfaces are defined as line segments and then some sort of an algorithm draws in the rest of the world. This is going to be mostly an outdoor world and there are going to be very few floating platforms (as opposed to mario which has floating bricks,etc). I decided on this kind of map format because I figured it probably would be easiest to do collision checking and I wanted the surfaces of the world to be deformable -- it sounds like it would be easy to "deform" the terrain by changing several points in the line defining the surface and then the algorithm would simply redraw the map with a hole or a hill in it. Does this sound like it would be too much work and a regular tilemap would be far far easier (considering how I want to be able to deform into the side of terrain -- not just straight down). This is also probably not a very novel concept -- can anyone point me in the direction of an article on someone's attempt?
  3. Great! I kept racking my brains for several hours wondering if that was right or not.. Great to see that it was :)
  4. Sorry for making another thread, I tried deleting or editing the other thread, but it just won't let me : Here's my question: Tic-Tac-Toe is a zero sum game, correct? That means if all players play to their best, there'll be no winner, right? Well, I'm just wondering if it's normal behaviour for my min-max function to return the value of '0' as the best move when the computer is making the first move? (Winning boards are +100 and losing boards -100) It usually ends up in move 1 (the upper left) and while I still haven't been able to beat my AI, doesn't mean it's right.. Any input?