I'm solely creative. Art, writing, design, but little to no programming knowledge although I am computer literate (solely from using them). While I don't intend to begin programming, probably ever, I nevertheless do want to be able to communicate with any programmers I may be working with as well as create/design in a manner that facilitates their work (or if nothing else doesn't aggravate it).
Is there a preferable language for this goal, or is this goal achievable through knowledge of programming jargon alone? I guess the best way to ask is: has there ever been something you wished a creative member of your team knew, be it a language, program, whatever, that may have facilitated development or at least communication?
Thanks beforehand for any time or assistance.
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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics
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Communicating with Programmers
03 October 2012 - 12:15 PM
Unique vs Challenging
24 August 2012 - 01:10 PM
I was wondering what everyone's opinion was regarding the importance of a challenging game compared to a unique one.
No matter your preferred game type, if forced to choose would you rather the next game you play be ground breaking/unique yet easy or challenging yet hackneyed?
(including the game category you're referring to would be nice as well, for the sake of reference)
No matter your preferred game type, if forced to choose would you rather the next game you play be ground breaking/unique yet easy or challenging yet hackneyed?
(including the game category you're referring to would be nice as well, for the sake of reference)
Programming Burden for FFT or Tactics Ogre Game
03 July 2012 - 02:31 PM
I've been designing a number of revisions/improvements to turn based, chessboard RPGs like Final Fantasy Tactics and Tactics Ogre. My question is what kind of programming labor would be required to either alter/revise specifics of such an existing game or create a new one? It would be a smaller scale with fewer classes/maps, moreso a demonstration of concept than a full blown game.
Hope I'm not being to vague here; can specify if needed, but am an artist/designer, not a programmer. Either way thanks beforehand for any help provided.
Hope I'm not being to vague here; can specify if needed, but am an artist/designer, not a programmer. Either way thanks beforehand for any help provided.
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