I want to make a bigger commitment to game development and I realized I need a gameplan to invest the little time I have wisely.
Writing articles might help with making sure that I do enough research and that I have to think about what I am doing.
Guess on the one hand writing articles for beginners seems right. I could show how I would approach the same tasks with different languages.
On the other hand a stronger focus might lead to more interesting articles. A poll might be great input for me to decide what other people think is worthwhile. Please write a reply if you want to elaborate ...
What are you interested in?
Here are some article idea details:
1.) Let's Take A Look At Languages
I would explain the task which would be writing a Google Code Jam - Tool
A TaskCreator would use procedural content generation to create small and large input files
There would be a totally over engineered TaskSolver framework and GUI.
Reason: I want to stress that solving a problem requires a different skillset than designing a bigger software project.
I would introduce the languages and implement something that the language allows:
I guess I would not do all of those. If you are interested in one language in particular please mention it in a reply.
2.) Building Codebases For Open Source Projects
This is something that I need to look into before I tackle the bigger projects.
Whenever I try to set up a codebase with support for multiple IDEs, continuous integration and, in the case of C++, conditional compilation, I give up because that is so extremely tedious.
I need to struggle through that, though. If anybody wants to help, please reply here or contact me.
The plan is creating a starting point for a C++ Library and a project using it.
3.) Basic 2D Games Sharing A Simple Engine
I would show how to write a relatively simple 2D engine in Java for Android or C++ and use it for basic (classic) games like 2048, Snake, Pong, Tetris, Asteroids.
4.) Simple 2D Games Using The Simple Engine
I would show how to use the engine for slightly more complex games that use procedural content generation:
- An Infinite Sidescroller
- A management game: Baseline Watch ( see here: http://www.gamedev.net/topic/646780-the-week-of-awesome-unofficial-gdnet-competition/?view=findpost&p=5087533 )
- 2D Zombie survival game with Worms style weapons (Midpoint Displacement Terrain with zombie-crowds that almost behave like liquids)
- 2D Arena Multiplayer Game - Quake Arena / Unreal Tournament in 2D (CTF, Domination, Deathmatch, KOTH)
5.) Simple 3D Games Sharing A Simple Engine
Probably I would move to C++ here. The game ideas for this tutorial would be:
- A DOTA/LoL and Bomberman mashup with procedural map generation
- A Racing Game with a Map Editor and procedural map generation
6.) A Simple Content Creation Tool With PCG support
Would show how to create a tool. It should be able to create different kinds of content and export to different file formats.
7.) Designing Features As Libraries
For more complex games I want to wirte a toolkit first and then an engine that brings the tools together. This article would deal with designing APIs and keeping principles like SoC, DRY, KISS, COC in mind.
- Debugging and Profiling tools
- RNA based memory and file IO Library (I think Blender style file management could be great as a library)
- Procedural Content Generation Library (At least there would be creator rulebooks for synth-helpers like Voronoi and Perlin creators and math helpers that offer things like Bezier support for the creators)
- ... probably many others ... EventHandling is going to be tricky in C++ and probably a library makes sense there.
8.) Advanced Games Sharing An Advanced Engine
- 2D RTS game
- 2D Proc - Zombie Survival with Syndicate game mechanics (ISO)
- 3D Old school FPS (Linear ... see TotalBiscuit rant: - Simon Says Simulators)
- 3D MMORPG RPG
- 3D Space trading and FPS mashup
Edited by DareDeveloper, 23 March 2014 - 03:49 AM.