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Member Since 16 Jan 2010
Offline Last Active Today, 02:59 PM

Posts I've Made

In Topic: Meeting people into game/level design

08 September 2016 - 08:15 AM

Depending on where you live, there might already be a local meetup for game dev hobbyists. If there isn't, you could try starting one. Otherwise, you might try looking into conventions of various sorts (scifi fantasy, comics, gaming - especially gaming), as lots of people who attend them as fans are also creators.

In Topic: Management game

07 September 2016 - 09:51 AM

Did you ever play The Movies? Essentially the same concept, though I'd say we're due for another iteration. A big part of The Movies, though, was actually creating movies for people to watch, and it's management and other mechanics were substantially more shallow because of it (not a bad thing in this case - making movies to show people was a core part of that game, and a lot of fun). 


As Tangletail said, don't try to make it realistic. Some crazy stuff went on/goes on in movie studios. Maybe try and read up on the history of film and TV's biggest players, note the drama that happened OFF camera, and exaggerate it. Rival studios trying to steal away your biggest stars, actors and actresses refusing to work because their director lover is having an affair with the projectionist, etc etc. 


As far as rivals go, some of the early days were pretty no-holds barred. Sabotage was not unheard of, as was corporate espionage (stealing scripts) and the above-mentioned luring away prime actors and crew. Exposing rival studios scandals to the press could be both damaging (if its bad enough) or might just get them more press. Plenty of meat to play with there.

In Topic: The Value of Procedural Generation

07 September 2016 - 09:44 AM

I see the problem (especially in the most recent example of No Man's Sky) as being an obsession with every single variation being present in the game so that they can make that magical 18 quadrillion whatevers claim.


If you're going to use procedural generation to make player-ready content, you need to make sure it produces easily distinguishable results almost every time. You need to cut out something a sizable percentage of the results so that the differences between the things you keep are more obvious and more enjoyable.


And then, perhaps most importantly, you need an interesting game to make use of that content. Don't rely on assets of any sort to carry your game, whether procgen or hand-crafted.

In Topic: Want to program game in Python just for experience and education, where do I...

25 August 2016 - 12:36 PM

Apologies, meant to address those in the initial response but was in a hurry.


As you say you are a beginner, yes I would very much recommend sticking to 2D. Even if you are excellent at the math required for working in 3D, it introduces a great deal of complication and additional tools required. 


And I would tentatively say that yes, Pygame is probably all you need. Tentatively because it was all _I_ needed, but everybody is different. The only other thing I might suggest is finding a GUI system that works well with Pygame. I created my own GUIs from scratch - which was fairly simple to do, but the results were also simple. If you want something more advanced and don't want to reinvent the wheel, you'll want to look for 3rd party solutions (afraid I have no suggestions there, though). 


For learning projects, it's best to keep things simple. Python with Pygame is simple. Every step beyond that increases the risk that you'll be biting off more than you can chew, which in turn increases the risk of you getting fed up and abandoning your projects without getting the answers to the questions you have.

In Topic: Want to program game in Python just for experience and education, where do I...

25 August 2016 - 10:33 AM

I did some development, including game development, in Python and had a blast with the language. My games were fairly simple when it came to graphics, and - as I recall - Pygame proved to be basically everything I needed. It provides simple graphics and input facilities (it probably does more, but it's been a few years now, and those are what I recall using). Easy to use, good documentation, and a big enough community to handle any questions that outlast the first two.