Programming games
#1 Members - Reputation: 659
Posted 05 October 2012 - 07:45 AM
What I mean is something like http://robocode.sourceforge.net/ but with a more complex strategic gameplay.
If there is not, do you guys think there could be an audience for something like that. What I have in mind is a RTS game where it is optional to modify behavior of units.
#2 Members - Reputation: 640
Posted 05 October 2012 - 10:24 AM
http://programminggames.org/
Personally if it is well written and uses good concepts then yes, but an RTS game I'm a little skeptical if that could be used, but you never know!
#3 Senior Moderators - Reputation: 4912
Posted 05 October 2012 - 10:38 AM
A very niche audience, perhaps. We had trouble generating any interest in this sort of game, even within a university CS department.If there is not, do you guys think there could be an audience for something like that.
Tristam MacDonald - SDE @ Amazon - swiftcoding [Need to sync your files via the cloud? | Need affordable web hosting?]
#5 Members - Reputation: 665
Posted 06 October 2012 - 01:27 AM
Are there any larger scale games that include the possibility to program behavior of in-game objects?
What I mean is something like http://robocode.sourceforge.net/ but with a more complex strategic gameplay.
If there is not, do you guys think there could be an audience for something like that. What I have in mind is a RTS game where it is optional to modify behavior of units.
I can't imagine a case where one has the time to program behavior for units, at least in multiplayer. Depends on how you define RTS I suppose. I know there are some RTS games that allow limited control of unit behavior with things like toggles and what not.
Could you be more specific as to the capabilities you are looking at?
#6 Members - Reputation: 351
Posted 06 October 2012 - 05:59 AM
#7 Members - Reputation: 659
Posted 06 October 2012 - 06:07 AM
So you are controlling a guy which is some kind of hacker and you can build/upgrade robots which follow you (or not, depending on how you program them
To make it more accessible I had the idea to allow ingame trading of code (closed source) between players and maybe add ingame repositories for open source projects.
Well I guess I should start working on the game and get a prototype going.
One thing i was wondering is, if it is a better idea to implement my own very simple scripting language, (I was thinking of something like glsl, where you have access to some predefined variables, but only allowing a main function) or just go with something like lua (which i have never used).
#8 Members - Reputation: 378
Posted 06 October 2012 - 07:22 PM
The interface is pretty simple (and is pretty much identical for both games), where you essentially build a big "if, else if, else if, else if..." block using pre-defined conditions and actions. This makes it more accessible than having to code the behavior, but limits what the end user can do.
The final fantasy system was dubbed the "Gambit system" if you wanted to look it up. The Dragon Age system wasn't named but there weren't many differences between the two.
Perhaps a similar system with the ability to script your own conditions might make it accessible enough, but interesting enough for programmers to poke around.
#9 GDNet+ - Reputation: 1813
Posted 08 October 2012 - 01:56 AM
As a part of the gameplay? I don't know. But I want to point out (just in case you don't know) most commercial "engines" nowadays are based on that concept, although they typically don't allow to do that from the game itself.Are there any larger scale games that include the possibility to program behavior of in-game objects?






