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Kasuko

Member Since 23 Apr 2007
Offline Last Active Dec 12 2012 03:08 PM

Posts I've Made

In Topic: Help Learning to Design a Tile Based Web Game?

11 December 2012 - 12:20 PM

Completely agree with all of the above.

You couldn't spend the first twelve months of your career better than creating 3-4 small games. Being able to prove you can move through a project from start to finish is MUCH more important to employers, than having fantastic ideas and starting things that go nowhere.

Plenty of time to make your MMO after the first twelve months. Posted Image


I fear I may have been misleading in my original post. This isn't my first game. I have made several games before. This is the first game I am designing (I am already quite knowledgeable in game programming considering I have been studying it for 5 years in school). It's my fear of the design being bad and not the actual game itself. I understand the limitations in place. If someone said "Here is a good game design ... now make it" that is where I'm good. Actually being creative and trying to come up with an idea (not product) mildly entertaining is the problem area.

Second, I can't just make a space invaders clone ... as I mentioned this is for my honors project at school. I don't think I'd do very well if I created something the same as the Missile Command clone I wrote back in high school using PyGame. The reason I chose to make it web based is because that is a class the University is lacking in (they teach you web development but not in a game context) so it is a good learning opportunity which is what the university is looking for in an honors project.

Again, I know this thread is prefixed MMO, but I have no desire for it to be massive! Just a little web based game where the map is just colored tiles and you only have 50 action points to spend per day. There is nothing ground breaking about the genre. I don't plan on having multiple maps with 10 different playable races with 100 skills each.

Also, there is a lot of talk of "finishing". I have no intent on marketing this or trying to break into the industry with it. I have already been offered a good web development job, I just want a nice personal project to work on in my spare time. The plan is to create the core mechanics for my honors project and then to just have fun creating content releases as a hobby.

If I want to make a game to show the industry what I can do I would just take the engine I developed for my 4th year project, build on it and put a game on top. That wouldn't be too hard at all and shows a deeper understanding of what goes into creating a game.

So just to summarize, I apologize if I mislead you, I am not afraid of not being able to make the game. I am afraid of making the game and it sucking. I am not a creative person and this is my first foray into the land of coming up with my own ideas, and that is what I need help with. I am looking for advice and tips on focusing "creativity" into an interesting game idea instead of just a list of "cool features" that when put together sucks!

Thanks
Kasuko

In Topic: Help Learning to Design a Tile Based Web Game?

10 December 2012 - 11:21 PM

Key to a first game project is to make it simple, simple, simple. Simple and finished always beats ambitious and abandoned for lack of time/money/interest.

If you really want expert advice I recommend a book called "The Art of Computer Game Design" by Chris Crawford. The man is a genius on a number of levels and he explains the process of game design far better than I could ever hope to. Posted Image


I absolutely agree and that is why I am really looking out for those gotchas you can run into for a first time game designer (I have been "brought on" to many a ambitious projects as a programmer which suffers from all of those issues)

I know what I want to do is really develop a "core" game and then build from there. However if I sit down and brain storm I get into feature run away where I come up with a bunch of cool features that aren't really related to each other and all seem to need even more features to be fun. I really need to learn how to focus that down.

I will check out that book at my university library and give it good read.

Thanks

In Topic: Lighting Theory

24 April 2007 - 02:35 PM

err I knew it had to be 0.0 but I copied it when I was actually positioning it behind the cube and forgot to change that.

Thanks, but I dont know why it has to be backwards for math and I dont know why the book didnt say anything, either would have been easier but I thank all of you for putting up with me

In Topic: Lighting Theory

24 April 2007 - 10:59 AM

ok still not making sense

if I make

float lightPosition[] = { 0.0f, 5.0f, -5.0f, 0.0f };
....
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);

if its in the eye co-ordinate then that should be 5 units behind the camera and 5 units above should it not?

Its not its 5 units infront of the camera, behind the rotating cube, and 5 units above it.

So why when I do this,


float lightPosition[] = { 0.0f, 0.0f, 1.0f, 1.0f };
....
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);

the light comes FROM the positive z axis when it should come FROM the negative z axis?

This lighting is making my head hurt.

In Topic: Lighting Theory

24 April 2007 - 06:01 AM

I know you cant move the camera, I dont have any trouble with transformations, but no where did it say that the lights were in eyespace and all we've done is modelview and projection so far so I assumed it was in the modelview

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