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Darkhog

Member Since 10 Jun 2011
Offline Last Active Sep 30 2013 06:26 AM

Posts I've Made

In Topic: Finding joy in coding Using Pascal programming language

30 June 2013 - 06:17 AM

Of course, but can we get back to the topic?
 
IMO C/C++ is like cleaning your apartment after large party. Pascal is like party itself - you can get things done quickly while enjoying yourself without shooting yourself in the foot.
 
Also great quote from David Keppel:
 

C++ provides a remarkable facility for concealing the trivial details of a program - such as where its bugs are.


In Topic: Finding joy in coding Using Pascal programming language

30 June 2013 - 03:39 AM

Yes, they're more straightforward.


In Topic: Creating addictive games - an ethical problem

29 June 2013 - 03:11 PM

Replace publisher with Kickstarter or IndieGoGo and you should be fine. That is, if you'll have compelling story behind you and not being another WoW clone.

 

I think many people would jump at promise of F2P done right alone.

 

What is F2P done right, you ask? Well, in my opinion there are several things that makes it:

  • Only vanity items in cash shop/ability to get gameplay-altering items in game
    • Game should have only vanity items in cash shop, such as outfits, different weapons "skins", etc. Not even mounts as they make you move faster around the world and as such qualifies for gameplay altering device
    • If you want to put gameplay altering items such as weapons or mounts, make sure they are available by some very hard quest (so most people would pay for it, but those who can't or don't want to could in theory get those. Such quest should be Nintendo Hard though) in game's world.
  • No "premium" accounts that gives you access to areas that free players can't. This is very bad.
  • Ability to win "premium" currency (that can be bought by $$$ or €€€), but in highly unlikely event, like there would be 1/1000000 chance that monster you killed would drop premium money instead of standard one. This way players could still win it if they desire so, but it would be so unlikely, that they'd be more likely to pay for it.
  • No lazy "Bring me (number) (resource)" or "kill (number) monsters" quests. Think more how you would put quest in single player game - those should be engaging and preferably custom-built.
    • Note, there is nothing wrong with those lazy quests, but only for tutorial.

That's just my 2 cents on the subject.

 

Anyway, picking MMO for your first project is just bad idea, start with something smaller, like platformer.


In Topic: Finding joy in coding Using Pascal programming language

29 June 2013 - 10:25 AM

 

If your dealing with Windows API, wouldn't it be a lot easier to use one of the "Visual Studio" suites ?

msgbox("Can't we all just get along?")

Unfortunately not everyone uses Visual Studio (especially if they want to make game/software that is actually portable). Also in most cases people seem to want to reinvent the wheel, like here: http://thedailywtf.com/Articles/A-First-Date.aspx.

 

Anyway from C-Like languages I particularly like Java and C#. First because of its clean, object-oriented syntax (though getters/setters gets to me and I don't use them in my own classes) and latter maybe because it was designed by guy who worked on Delphi (though I felt in love with C# thanks to Unity and learned about that same guy who worked on Delphi worked on C# also just recently). I kinda like Ruby too, but since it is only used in RPG Maker series and I rarely use RPG Maker, I don't have any occasions to practice it.


In Topic: Finally published my first game. And for that I thank all of the GDNet commun...

29 June 2013 - 10:15 AM

Well, it was on YT. Also it was filmed using shaky camera - one guy played other handled camera, so not much was visible, but it seemed fun.

 

I'd certainly appreciate PC version. Could you make it?


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