Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!


1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!


VReality

Member Since 19 Jun 2009
Offline Last Active Aug 07 2014 09:36 AM

Posts I've Made

In Topic: Should I make my game engine cross platform?

05 December 2013 - 04:07 AM

In general, don't make anything you're not using.  There are too many ideas and decisions which you'll only arrive at through practical use, which means that making without using will accumulate wasted work and required rework.

 

So don't make an engine without also making the game/content which will use it.  And by extension, don't make your engine cross platform unless you're making a cross platform game.

 

That being said, as has been suggested above, you should make your design as portable as you can even if you don't port it.  I suspect this will be good for design anyway, since isolating platform dependent code is a form of separating concerns.


In Topic: How much it cost to develop a game similar like Clash of Clan, Friendly fire?

05 December 2013 - 03:42 AM

I got zero knowledge about programming, illustration. Like many other gamer, we always have some idea which inspired on abc game and hoping some one will invest their money and whoala, this game get famous.

 

(Not having looked at the target game, but just speaking of game development in general...)

 

Most people also have no experience in game, UI, or sound design, music, game production, tech or art direction, IT, QA, HR management, etc.  Good personnel to fill these needs (and several more, for higher-end titles) should be added to the budget just to facilitate development.  

 

If we hope to do anything more than simply get something made, we'll also need to cover market research, PR, advertizing, distribution, business law, etc. 

 

A handful of acquaintances making something on the side for fun is one thing.  But when we turn it into a commercial project in which we hope to pay expenses, and maybe even profit, we have to somehow account for at least all of the above.  These are some of the reasons it's tough to arrive at an actual budget. 

 

It's probably much, much cheaper for an established group whose just succeeded on all fronts with a similar title, to make a given game than it would be for a business speculator to put together the same project from scratch to get the same result.  Figures based on the former are likely to woefully underestimate the latter, in both time and expense. 

 

This is one of the reasons it's tough to get savvy investors interested. 


In Topic: Good game with pale programmers

22 September 2013 - 04:48 PM

I saw this talk a while back which suggests that lack of sunlight is bad for your health for more reasons than just lack of vitamin D (blood pressure, heart health, etc.).  I would suggest, that if possible, you open the blinds and let some UV into the office.


In Topic: Placement new

11 September 2013 - 04:50 PM

I once used placement new in a serialization scheme.

 

I used it with special "do nothing" constructors to fix up the virtual function table pointers on object images loaded from disk.


In Topic: Need advice on TDD approach

06 September 2013 - 07:04 PM

I imagine a good answer might involve breaking the buffering out into its own class (one responsibility for one class, etc.). 

 

Also, I've occasionally made a unit test a "friend" of the class it tests so it can screw with internals without exposing them in general.


PARTNERS