Jump to content

  • Log In with Google      Sign In   
  • Create Account

MichaelRPennington

Member Since 02 Apr 2012
Offline Last Active Oct 12 2014 09:04 PM

Posts I've Made

In Topic: Beginning Game Development Path - Need Opinions

16 September 2012 - 09:28 AM

Thanks a lot guys. I'll keep studying up. +1 for both of you :P

In Topic: Beginning Game Development Path - Need Opinions

15 September 2012 - 08:12 PM

Well, I know basic C++, but I just don't know how to apply it to my situation. I'd really like to use C++ rather than Python... Working with Python makes me realize that I'm not a big fan of blank space. I like encapsulation... Give me the good ol' curly brackets any day Posted Image

Basic input would be interesting, I was wondering how I should catalog and reference commands...

Should I do a string of if statements, or store them in an array, list or dictionary?

My basic command structure should end up being something simple, such as '[action] [target]' like Attack Goblin, or Open Inventory, or Open Door. This seems simple enough. We can just take the input string and split it by a delimiter, such as a space or '>', so the input could look like 'attack>goblin', and then reference it with the list of commands and functions to call...

My question is, what method to go about call the functions once the game realizes what command you have given...


Oof, why does C++ make everything so complicated? Even something as simple as splitting a string is drawn out to an unreasonable extent... It makes me miss Java.

In Topic: A few interesting system designs I've been throwing around...

15 September 2012 - 07:29 PM

I'm currently fiddling around with a few other ideas that will allow new and old players to experience the world they influenced....

Brainstorming...

In Topic: A few interesting system designs I've been throwing around...

15 September 2012 - 04:06 PM

Ye have little faith, lol. For something like this, levels would be nonexistent. It would have to be good ol' skill. As far as the game content goes, why have every player experience the same things? Why not have a game have an actual living history? Expansions wouldn't have to be released commercially. You could update the game via a patching system. You could make the game a digital download and pay to play for further development.

Still brainstorming...

In Topic: A few interesting system designs I've been throwing around...

15 September 2012 - 10:24 AM

I'll think about that and try to find a way to make it work where no content is missed.... I love a challenge.

PARTNERS