Jump to content

  • Log In with Google      Sign In   
  • Create Account

FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


Read more in this forum topic or make sure you're signed up (from the right-hand sidebar on the homepage) and read Thursday's newsletter to get in the running!


Earl_of_Madness

Member Since 06 Jul 2013
Offline Last Active Jul 31 2013 09:33 PM

Posts I've Made

In Topic: Getting Started (Realm Game Coding)

19 July 2013 - 11:14 PM

You're going to need to learn graphics eventually for 2d game programming in Java. Might as well start now.

 

http://www.cokeandcode.com/info/tut2d.html

 

http://www.zetcode.com/gfx/java2d/

 

http://zetcode.com/tutorials/javagamestutorial/

 

Good luck!

 

I agree making a game is hard. But it is not impossible if you put the amount of time into it. Problem solving takes time and it is hard to estimate time on that.

 

Also do not start doing the features you are doing right now. It will drive you crazy.

 

You need to at least have and understand the basic game structure(game loop, game states, gameplay) in your game. This alone is far more important to get done. Once you got this done, you have a sense of how a simple game is structured and can better structure a game that is a step up in complex than your previous one.

 

Thank you for that advice i'll for sure not start on the complicated stuff first also i appreciate your links.  It will take me a very long time to get anywhere since i'm a college student and i have to work a part time job so this is a side project but i'm confident i'll finish the project eventually. We will see what happens once i construct the first alpha code. 


In Topic: Getting Started (Realm Game Coding)

19 July 2013 - 11:10 PM

 

Alright that is useful thank you! I'll just try and get basic mechanics done and crudely make the graphics before i start with anything else. I'll probably use C++ as the game language.  I also didn't realize how difficult it would be to allow a game to have custom stuff. I am still keeping with the idea but i will have to devote more time to it so i agree starting off with the base mechanics would be a good place to start.

 

In some ways you will have to have custom stuff to make a large game. It's difficult to manage a large pile of data without some form of editor. Choosing an engine like Unity probably helps there, though I don't know Unity. However, there's a big difference between the types of tools animators and engineers might live with, and something meant for the player to use.

 

If you're big into users creating things, you might want to focus on a scripting language. Script files are easy to mod. If an item or monster is defined in a script, your users will be able to use that as the editor. A game that is run primarily through an interpreter can be very moddable by nature.

 

I'd like the creator to be a very simple yet powerful one. Something that gives a load of freedom without the need to know scripting. Scripting would be necessary if someone wanted to make things more complicated and i would love to allow modding via scripting but i also want the tools to be usable without them. 

 

That point aside i appreciate your comment, I'll consider scripting as a big part of it now and that will probably be the best way to do modding and content creation.  I will start off with the base code first though the base code is the most important. I'll get to the generator when i get there. 


In Topic: Getting Started (Realm Game Coding)

19 July 2013 - 11:10 AM

Alright that is useful thank you! I'll just try and get basic mechanics done and crudely make the graphics before i start with anything else. I'll probably use C++ as the game language.  I also didn't realize how difficult it would be to allow a game to have custom stuff. I am still keeping with the idea but i will have to devote more time to it so i agree starting off with the base mechanics would be a good place to start.


In Topic: Game Design Feedback (Realm)

13 July 2013 - 02:36 AM

Hey Thanks for your comment, i think i will go for a turn based style of game and thanks for recomending Unity.  All i'd want the engine for is graphics nothing else. I think i will go more 3D because it is turn  based and there will be a lot more interesting ways to create campaigns in those sorts of situations especially if I include high amounts of detail in the places characters can go.  

 

I will have to find a way to use the QTE to make it interesting and fun rather than boring and annoying. That i think will be the hardest part of design.  a Turn based enviornment also gives me more freedom with a choice and character impact mechanics. 

 

If anyone has any good ideas on how to do QTE mechanics so that they are fun or what they find frustrating about them please let me know and how that mechanic can be used to greater benefit.  thank you for your insights McCheesy


In Topic: Game Design Feedback (Realm)

07 July 2013 - 08:57 PM

That might be the case, i might make my own engine or mod one that is currently out there i don't have a set schedule on what needs to be done.  All i know is that i want the game to be mod friendly and be open to the community for content.  The benefit of course of writing or heavily modding an engine to be my own is that it would be relatively easy to come up with content and keep using the engine to expand on the initial game. Even if the work load is heavier initially. However unlike an engine i would say that it would be less open to script mods and utilization of the Dev Kit like the skyrim dev kit would be ideal.

 

I still don't know if i want the game to be Action vs Turn based and the perspective i want to use. I might make it turn based but make combat a bit more action with the need of keypresses to create combos. Either with your own character or other party members. 


PARTNERS