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Have the vision but no programming knowledge

Started by October 25, 2017 01:32 AM
15 comments, last by mhnj7 7 years, 1 month ago
1 minute ago, Ktullu said:

interesting, thanks for all the feedback.  The freelancer funding isn't necessarily prohibitive but I'll take a look at Unity 3D first to see what I'm dealing with

You'll need to know C#, and I think Unity 3D would be overkill for such a project to be honest considering it's just taking algorithms and generating results using RNG with events and player data. Essentially you just need to calculate data, and display those results with some 2D images on the screen such as roster pictures, team logos, ballpark with mini simulation of dots or icons of each player showing position changes, ect...

You might be able to get away with this using something like GameMaker, but you would have to learn a bit of GML scripting to handle all the functions. Or try looking at Python with PyGame. I suggested Javascript and PHP because many people have created such websites for fantasy hockey, football, baseball, and other sports that do the exact same thing (some on a grand scale, others more simple, but it's online and appeals to all platforms).

Programmer and 3D Artist

Rutin you've definitely got the idea, algorithms and RNG with text based results.  I viewed some vidoes on Unity 3D and it does seem way more intense than what I think i need.  That being said, I do want to start in something that is scaleable that way I don't need to "rewrite" the code (if I'm saying that correctly) in a new engine if I find out I'm limited.  

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6 minutes ago, Ktullu said:

Rutin you've definitely got the idea, algorithms and RNG with text based results.  I viewed some vidoes on Unity 3D and it does seem way more intense than what I think i need.  That being said, I do want to start in something that is scaleable that way I don't need to "rewrite" the code (if I'm saying that correctly) in a new engine if I find out I'm limited.  

When you program a game such as this, all your classes can be packed up and moved to another engine. The difficulty only comes from projects that use a lot of the engine's pre-made classes and functions within their own objects. You would have to replace those, or program them yourself if they're not available in the new engine. I wouldn't worry about transferring to another engine if you haven't even started with the game on the first engine. You're not going to be able to future proof technology, it simply doesn't work that way. All games have a life cycle, and at some point you will have to re-work the game.

If you're using a commercial engine that has internal features out of your control, they will usually have a way of converting old projects to their new system.

When you program all the code for your game, a lot of it can be moved to another engine using the same language, it will just require some tweaking depending on how intertwined your classes are with the engines functions. When talking about cross language, that's another topic in itself. I've programmed applications in C++, and converted the projects to C#, JAVA, and SWIFT without too much trouble. You just have to account for different syntax, language rules, and library usage. With experience, these problems are much minor, and are doable, it's just very time consuming.

At this stage it's more important to get started, not so much about getting it perfect on day one. It's your first project, you might end up re-doing it a few times. I remember re-programming a game a couple times over because when I was learning I didn't use very stream-lined approached, and made a nice spaghetti code mess (this was back in C, I wasn't using any form of OOP).

Based on my experience, most of the work is going to be gathering spreadsheet data for all the players, stats, and formulas (how you intend to calculate strike outs, wind variance, ect..), not so much the coding part. The programming part will be more about creating a user interface to display the data, track, and simulate based on your spreadsheets. Your application in a sense is more CPU heavy than anything. It's not bad to use Unity 3D to do this, overkill is better than using GameMaker and finding out you cannot simulate the data fast enough because the engine is too restricted. I'm more hardcore, I personally would just use C++ and SFML (library), but I'm not recommending this unless you're very devoted to learning to code your own game from scratch. This is why I suggested GameMaker so you can at least get a feel for the game creation process before investing more time, otherwise you might have to hire a coder.

Programmer and 3D Artist

I also suggest you to do it with web technologies. HTML5 and PHP are your friends. If you want a "desktop" app you can easily do this with Java Swing or JavaFX or even Visual Basic if you don't care about portability...

Awesome, really appreciate the responses from everyone, great community here.  If I make serious progress I'll be sure to share!

From what you posted, doesn't sound like the coding aspect of this would be too complicated. You probably could find a college CS major to help you with the coding for much less than a professional developer.

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