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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

#Actualpolyfrag

Posted 07 September 2012 - 01:11 AM

Do professional games go through this or do the pros never make such mistakes? Will I ever achieved pro-dom?

Maybe the reason games like Counter-Strike and Rappelz are successful is because they haven't gone through such phases. They are the product of a bug-free development. Maybe it's because of the path/design I've chosen that it's so prone to bugs.

I'm going to get a BSc in comp sci later and wonder if this will help me at all. I know it will help in understanding the math of BSP's. But I don't see how it'll help my RTS project.

I'd use a simpler design for the economics of the game but I just don't find it interesting then.

At my age John Carmack released Wolfenstein 3D and then Doom the next year. But maybe it's too much to compare myself to the pros. Technology-wise I am ahead of him at this age (he started off doing the Commander Keen platformer series, well, not really started off, but ...). I wonder if I will progress. I've been stuck with my FPS for how many years now with stuff I learned off of gametutorials.com. But I've learned to code on linux and put the server on Amazon. Mmm...

Maybe Counter-Strike/Half-Life/Quake, StarCraft, and Rappelz are historical accidents where the developers got it right the first time. And why they're so rare.

#6polyfrag

Posted 07 September 2012 - 01:11 AM

Do professional games go through this or do the pros never make such mistakes? Will I ever achieved pro-dom?

Maybe the reason games like Counter-Strike and Rappelz are successful is because they haven't gone through such phases. They are the product of a bug-free development. Maybe it's because of the path/design I've chosen that it's so prone to bugs.

I'm going to get a BSc in comp sci later and wonder if this will help me at all. I know it will help in understanding the math of BSP's. But I don't see how it'll help my RTS project.

I'd use a simpler design for the economics of the game but I just don't find it interesting then.

At my age John Carmack released Wolfenstein 3D and then Doom the next year. But maybe it's too much to compare myself to the pros. Technology-wise I am ahead of him at this age (he started off doing the Commander Keen platformer series, well, not really started off, but ...). I wonder if I will progress. I've been stuck with my FPS for how many years now with stuff I learned off of gametutorials.com. But I've learned to code on linux and put the server on Amazon. Mmm...

Maybe Counter-Strike, StarCraft, and Rappelz are historical accidents where the developers got it right the first time. And why they're so rare.

#5polyfrag

Posted 07 September 2012 - 01:03 AM

Do professional games go through this or do the pros never make such mistakes? Will I ever achieved pro-dom?

Maybe the reason games like Counter-Strike and Rappelz are successful is because they haven't gone through such phases. They are the product of a bug-free development. Maybe it's because of the path/design I've chosen that it's so prone to bugs.

I'm going to get a BSc in comp sci later and wonder if this will help me at all. I know it will help in understanding the math of BSP's. But I don't see how it'll help my RTS project.

I'd use a simpler design for the economics of the game but I just don't find it interesting then.

At my age John Carmack released Wolfenstein 3D and then Doom the next year. But maybe it's too much to compare myself to the pros. Technology-wise I am ahead of him at this age (he started off doing the Commander Keen platformer series, well, not really started off, but ...). I wonder if I will progress. I've been stuck with my FPS for how many years now with stuff I learned off of gametutorials.com. But I've learned to code on linux and put the server on Amazon. Mmm...

#4polyfrag

Posted 07 September 2012 - 12:52 AM

Do professional games go through this or do the pros never make such mistakes? Will I ever achieved pro-dom?

Maybe the reason games like Counter-Strike and Rappelz are successful is because they haven't gone through such phases. They are the product of a bug-free development. Maybe it's because of the path/design I've chosen that it's so prone to bugs.

I'm going to get a BSc in comp sci later and wonder if this will help me at all. I know it will help in understanding the math of BSP's. But I don't see how it'll help my RTS project.

I'd use a simpler design for the economics of the game but I just don't find it interesting then.

#3polyfrag

Posted 07 September 2012 - 12:50 AM

Do professional games go through this or do the pros never make such mistakes? Will I ever achieved pro-dom?

Maybe the reason games like Counter-Strike and Rappelz are successful is because they haven't gone through such phases. They are the product of a bug-free development. Maybe it's because of the path/design I've chosen that it's so prone to bugs.

I'm going to get a BSc in comp sci later and wonder if this will help me at all. I know it will help in understanding the math of BSP's. But I don't see how it'll help my RTS project.

#2polyfrag

Posted 07 September 2012 - 12:48 AM

Do professional games go through this or do the pros never make such mistakes? Will I ever achieved pro-dom?

Maybe the reason games like Counter-Strike and Rappelz are successful is because they haven't gone through such phases. They are the product of a bug-free development. Maybe it's because of the path/design I've chosen that it's so prone to bugs.

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