Coding VS. Game makers
Now I''m confiused, why code if there are applications for game
development, cuz I just found a book at my local book store called "Game development: no programing requiered" it include
Game maker 4.0 and four other programs for level desing etc.
I''m sure you guys are alot smarter than me, so tell me wich is better, coding or ready to go applications...
Pro Rookie!
"Game maker" type applications do allow you to make games without any programming skills, but as such, they are far less versatile. They will limit what you can do, and I suspect that the end result, even when they do allow what you need, will be slower and worse than what good programmers can produce. They are certainly quicker and easier to use, but that''s about the only advantage.
I like the idea of game-maker style programs. If you are trying to prototype a large scale game or simply a mini game within a larger product, why burden the developers with it? A game maker tool seems like the right place to spend the time messing around. The last thing you want is the game prototype code ending up in the final product because time didn''t allow a rewrite! Game maker tools let individuals hon skills that will lead to the development of level designers, game designers and artists, all of which will understand the fundementals of game development. Why write your own? Because often you need to do something the tool doesn''t provide. There is no question about the fact that in-house developed libraries are the most flexible. My only question would be where is the balance between development and getting to market? This is where the interesting realm of third party middleware become obvious, but that''s another discussion altogether.
December 13, 2002 12:30 PM
I think that NEVERWINTER NIGHTS takes the cake when it comes to RPG game design without coding and it can teach you why scripts are used.
That being said, I find that the challange of rolling your own code makes a great hobby. The learning curve is endless but I''ve had a heck of a lot of fun with a text only game. Every time I think it is finished I read one of my Mentors posts here and I''m off again with a better version. My graphics are restricted to demos that teach aspects of the craft...someday i''ll change the i/o to graphics instead of text but the underlying code will be the same.
I suppose the point is that the first few chapters of a c++ book can get you going on a simple game and more importantly you can have fun learning.
What was the question again
Allan
That being said, I find that the challange of rolling your own code makes a great hobby. The learning curve is endless but I''ve had a heck of a lot of fun with a text only game. Every time I think it is finished I read one of my Mentors posts here and I''m off again with a better version. My graphics are restricted to demos that teach aspects of the craft...someday i''ll change the i/o to graphics instead of text but the underlying code will be the same.
I suppose the point is that the first few chapters of a c++ book can get you going on a simple game and more importantly you can have fun learning.
What was the question again
Allan
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