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#ActualAllEightUp

Posted 13 April 2013 - 01:13 PM

 

I'm surprised nobody else replied to this yet..  I'm really hoping we as a community can begin to pull together for this effort.   I know it will take time though and a little bit of stumbling but we are in a good place to do it.

Well, you are totally cruel in handing out punishment.  Linking to this on the front page, eeeepppp.. smile.png

 

Well you certainly raised some valid points in your original post and others could really follow your example.   I personally would love to see a few shorter articles based around some fragment of code.   Just post the code and explain some background on how it works.

I hope to get to that point, right now I'm chopping off the big chunks of "before you even think about a game" types of things. smile.png  I feel build environments and core starting bits are every bit as important as having a plan/design/goal before you start really working on the game.  Obviously knowing you want to write a game and some idea of the target is required or the setup is pretty useless of course.

 

Given I always work cross platform, it takes a significant amount of setup before you even begin coding.  That or you end up with an environment where getting a server setup is like playing the 6 degree's of Kevin Bacon where you go to one person to figure out what to install, then you go to another person to figure out the XML configurations, then another person that knows the JSON configurations and oh now you deal with this wacky web interface that rsyncs a starting chunk of data, oh and now point at some Oracle DB over there, run this and that and eventually you have no idea what you did but it may actually work.  God forbid if you screw anything up in such a mess though.  (This is NOT a made up case!)  Even when there were instructions for such an environment, they were usually out of date, missed key points (one reason I'm so detailed in my writing) or generally made absolutely no sense.

 

I would not want to force such an environment on anyone if at all possible.  Knowing they exist and how they grew out of some simple starting point is why I started where I did.  smile.png

 

 

NOTE: I fibbed, small focused article on the way.. :)


#1AllEightUp

Posted 12 April 2013 - 01:18 PM

 

I'm surprised nobody else replied to this yet..  I'm really hoping we as a community can begin to pull together for this effort.   I know it will take time though and a little bit of stumbling but we are in a good place to do it.

Well, you are totally cruel in handing out punishment.  Linking to this on the front page, eeeepppp.. smile.png

 

Well you certainly raised some valid points in your original post and others could really follow your example.   I personally would love to see a few shorter articles based around some fragment of code.   Just post the code and explain some background on how it works.

I hope to get to that point, right now I'm chopping off the big chunks of "before you even think about a game" types of things. :)  I feel build environments and core starting bits are every bit as important as having a plan/design/goal before you start really working on the game.  Obviously knowing you want to write a game and some idea of the target is required or the setup is pretty useless of course.

 

Given I always work cross platform, it takes a significant amount of setup before you even begin coding.  That or you end up with an environment where getting a server setup is like playing the 6 degree's of Kevin Bacon where you go to one person to figure out what to install, then you go to another person to figure out the XML configurations, then another person that knows the JSON configurations and oh now you deal with this wacky web interface that rsyncs a starting chunk of data, oh and now point at some Oracle DB over there, run this and that and eventually you have no idea what you did but it may actually work.  God forbid if you screw anything up in such a mess though.  (This is NOT a made up case!)  Even when there were instructions for such an environment, they were usually out of date, missed key points (one reason I'm so detailed in my writing) or generally made absolutely no sense.

 

I would not want to force such an environment on anyone if at all possible.  Knowing they exist and how they grew out of some simple starting point is why I started where I did.  :)


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