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NoAdmiral

Member Since 31 Oct 2012
Offline Last Active Yesterday, 10:51 PM
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Posts I've Made

In Topic: Interesting 2D Level Design

12 February 2014 - 01:50 PM

Wow, LittleVikings, that's a really awesome post. Thanks for the detailed feedback. I especially think you're onto something when you suggest using more organic shapes and not using moving platforms. 

 

It's a lot to think about, but I almost feel like this distills the game into a stronger set of core mechanics.


In Topic: Game Idea for a 2d platform game

09 February 2014 - 09:54 AM

Why does the dog need to rescue his girlfriend? I think wanting to remain "man's best friend" is a much more interesting motivation and doesn't give in to the damsel-in-distress trope that is widely seen as sexist.


In Topic: How to overcome biggest hurdle - Motivation?

09 February 2014 - 01:38 AM

Motivation is something that we need to figure out for ourselves. For those of us who are hobby game-developers, this has to be an intrinsic motivation: we need to want to create for the sake of creating what we want to create.

 

I understand that this can be difficult, especially when time is limited. As someone with several hobbies, I'm lucky to have temporal separation of activity-availability. My neighbors don't want me playing music after about 8:00pm, so when that time rolls around, I know that it's time to stop drumming and do something else. Sometimes that's coding, sometimes it's hanging out with friends or playing a game or writing or knitting or whatever. 

 

When it comes to choosing which hobby to practice, it's usually a moment-to-moment decision. If I'm playing a game and I get struck with an idea for my game, I'll drop everything and start coding. If I really just want to relax and watch TV or something, I'll stop coding and knit while I watch something. Whatever it is, I know that I have to take advantage of motivation when it comes, because my time is tight and I've a lot of hobbies that want my attention.

 

Finally, when coding, I find that once the groundwork has been laid I can spend less time coding to see a tangible result. Tonight, for example, I spent about 10 minutes coding a new, albeit small, feature, maybe 10 more minutes cleaning up code to make it fit a bit nicer and remove duplicate code, and it's something that I was able to test, tweak, and get working well within a half-hour. That felt nice. Being able to see and use the changes that you make, the features you implement, makes motivating yourself to continue easier. That's one of the problems with going through a big reference book: you often don't see the results right away, and it's easy to feel like you're spending all of this energy spinning your wheels but you're not getting anywhere.

 

To fix that, whenever I'm going through a book or tutorial or what-have-you, trying to implement something new or some new way of doing something, I always implement and iterate. If I can't see what I'm doing, what the code is doing, then I'm just copying. I need to understand. Sometimes, in doing this, I come up with better ideas (or ideas that work better for my needs) and hey, I've actually learned something. Sometimes, I end up using a piece of tutorial code as a sort of library (like this little piece of functionality that I recently adopted), but in implementing it, I've expanded on what, before, was a much simpler or less-functional piece of code, and hopefully I've picked up on programming practices, techniques, or something-else that I can use in future projects.

 

This is just what works for me, and what keeps me typing away when I could probably be doing other things (or doing other things, I suppose, when I could be typing).


In Topic: Reflecting on implmenting coroutines in a massively state driven game.

07 February 2014 - 01:30 AM

I still don't understand really what the difference of "coroutines" are, as you explain them. This is more along the lines of what I'm suggesting (or as is illustrated in Mat Buckland's Programming Game AI by Example).

 

Sorry I don't seem to be of much help.


In Topic: Interesting 2D Level Design

07 February 2014 - 01:26 AM

I'd say that any of the videos that show the vertical elements (like this) or the challenge maps (like this) are good examples of the feel I'd like to head toward. 

 

I should note that I'm not trying to copy Overgrowth (but in 2D), I'd just like to increase the feeling of exploration/adventure in my own maps.


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