Need Help & Input
1st question:
What kind of game should I pursue right now I have 3 ideas
-Hacker Sim (Windows of text,tools, and options)
-War Sim (3d)(40 degree angle)
-Flying Game (3d)(top view)
2nd question:
Where should I start I have some code experience but cant decide on which idea to use or how to go about it.Any ideas?All input is welcome.
Zero_Cool
Begginer now.
Destined to wield the unimaginable power of code!
Zero_CoolBegginer now.Destined to wield the unimaginable power of code!
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Zero_Cool
Begginer now.
Destined to wield the unimaginable power of code!
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Zero_Cool
Begginer now.
Destined to wield the unimaginable power of code!
Zero_CoolBegginer now.Destined to wield the unimaginable power of code!
Dude, if you don''t know graphics stuff, start with tetris, or sokoban or something.
I can make 3d graphics already knoiw that but now i wanna utilize it further thats why im trying to learn c++
Zero_Cool
Begginer now.
Destined to wield the unimaginable power of code!
Zero_Cool
Begginer now.
Destined to wield the unimaginable power of code!
Zero_CoolBegginer now.Destined to wield the unimaginable power of code!
January 26, 2003 05:01 AM
1. Choose the easiest to start with.
2. Carefully write down the minimal requirements
of the game. Base your first version on this
checklist and stick to it!
3. Think very good about possible extension/improvements/...
and make sure they can be easily added to your
minimal version without a complete rewrite.
4. Look at existing solutions for features you want
to implement.
eg 1: Choose SDL as a 2D library, choose lex and
yacc if you need scripting, ... or any other
library that fits your needs.
(Choose libraries that are easy to learn but very
flexible. Otherwise, you will keep on learning a
new one every time you start a game. So read about
them and sign in on mailing lists.)
eg 2: Have a look at open source of commercial games,
like wolfenstein and quake. They will give you ideas
about how to organise big projects.
5. Let some people test it and listen very carefully
to what they think is bad or malfunctioning. They
will also give you ideas for new features.
This is my humble opinion,
david.
2. Carefully write down the minimal requirements
of the game. Base your first version on this
checklist and stick to it!
3. Think very good about possible extension/improvements/...
and make sure they can be easily added to your
minimal version without a complete rewrite.
4. Look at existing solutions for features you want
to implement.
eg 1: Choose SDL as a 2D library, choose lex and
yacc if you need scripting, ... or any other
library that fits your needs.
(Choose libraries that are easy to learn but very
flexible. Otherwise, you will keep on learning a
new one every time you start a game. So read about
them and sign in on mailing lists.)
eg 2: Have a look at open source of commercial games,
like wolfenstein and quake. They will give you ideas
about how to organise big projects.
5. Let some people test it and listen very carefully
to what they think is bad or malfunctioning. They
will also give you ideas for new features.
This is my humble opinion,
david.
The hacker sim is an idea that I''ve only seen touched upon professionally by Uplink, which is quite good I believe. From an amateur coding point of view it is a nice idea because the amount of media content like graphics and sound can be kept to a minimum. The downside is that getting it to work from a plyability point of view will require a massive, and I mean massive amount of time an planning. Getting the layout and linking of each element and the players abiltiies will be tough. But if it''s done properly you can really start working on some original puzzles and concepts. If you''re willing to spend time thinking carefully and opening the concept up it has real potential.
The war sim looks a lot less rewarding, it too will require a lot of thought to balance and configure it properly but will alos need large amounts of graphics data and what-not on top. That can really slow you down. I would say avoid it.
The third idea is a little odd. If it''s going to be a flying sim, a top down view kinda defeats the object or at least makes things overly contrived. You might wanna move it into a fast-paced shooter with a twist.
A final idea I just thought of a second a go could combine the first and second. Some form of space based top down shooter where you travel from place to place, then dock and hack in. The flying sections could be fairly simple with 360 degree scrolling and the hacking could be largely text based.
I have''nt put much thought into that last idea. I thought it up as I was typing but it may be of some use.
Ooh, you could try and maintain a real world clock so you find certain tasks need to be done at certain times. Coordinating you''re infiltration with security shifts and what-not. Anyway. I''m just making this up as I go along. Hope that helps.
The war sim looks a lot less rewarding, it too will require a lot of thought to balance and configure it properly but will alos need large amounts of graphics data and what-not on top. That can really slow you down. I would say avoid it.
The third idea is a little odd. If it''s going to be a flying sim, a top down view kinda defeats the object or at least makes things overly contrived. You might wanna move it into a fast-paced shooter with a twist.
A final idea I just thought of a second a go could combine the first and second. Some form of space based top down shooter where you travel from place to place, then dock and hack in. The flying sections could be fairly simple with 360 degree scrolling and the hacking could be largely text based.
I have''nt put much thought into that last idea. I thought it up as I was typing but it may be of some use.
Ooh, you could try and maintain a real world clock so you find certain tasks need to be done at certain times. Coordinating you''re infiltration with security shifts and what-not. Anyway. I''m just making this up as I go along. Hope that helps.
Nah, I''ve changed my mind.
A simple hacker game shows the most promise. That combination one would get too contrived.
(hehe, took me a whole minute before I decided my idea sucked.)
good luck anyway.
A simple hacker game shows the most promise. That combination one would get too contrived.
(hehe, took me a whole minute before I decided my idea sucked.)
good luck anyway.
Thx for the input heres where Im am totally lost I have done small really easy programing with easy languages got pretty far but now I wanna make a game and not even sure where to begin which language should I use c or c++ am I even considering the right languages?Should I go for such a step?And I am going for a hacker sim but.How would I go about it all menu design,tools,windows, cause and effect senarios.Help Plz.
Oh, any good freeware compiler suggestions?Or easy starter tutorial suggestions.
Zero_Cool
Begginer now.
Destined to wield the unimaginable power of code!
[edited by - Zero_Cool2003 on January 27, 2003 4:26:57 PM]
Oh, any good freeware compiler suggestions?Or easy starter tutorial suggestions.
Zero_Cool
Begginer now.
Destined to wield the unimaginable power of code!
[edited by - Zero_Cool2003 on January 27, 2003 4:26:57 PM]
Zero_CoolBegginer now.Destined to wield the unimaginable power of code!
Use C++, that''s what 90% of people are using, for graphics your spoilt for choice - OpenGL, DirectX, SDL - but i would reccomend looking into Allegro - a free open source gam eprogramming library that will make life easier for you as a beginner.
Ok for all intensive purposes consider me as having the IQ of a 5 year old child libraries?SDL?Elaborate plz.
Forgive My Spelling
Zero_Cool
Begginer now.
Destined to wield the unimaginable power of code!
[edited by - Zero_Cool2003 on January 27, 2003 4:45:17 PM]
Forgive My Spelling
Zero_Cool
Begginer now.
Destined to wield the unimaginable power of code!
[edited by - Zero_Cool2003 on January 27, 2003 4:45:17 PM]
Zero_CoolBegginer now.Destined to wield the unimaginable power of code!
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