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Member Since 20 Jul 2013
Offline Last Active Jun 04 2014 08:04 PM

Posts I've Made

In Topic: Isnt this forum boring?

19 April 2014 - 03:54 PM

Sure, this place is not as interesting/political/strifey as it was five years ago, for example, but that's not necessarily a bad thing.  I think the signal to noise ratio has improved since I started following the site around 2005.

In Topic: Game Programming Gems ? Any Reviews or Recommendations ?

02 March 2014 - 08:12 PM

I have the first book in the series.  Some of the graphics code is a little dated at this point, but there is some quality material in there still, as far as algorithms and general techniques.  I'd say they are pretty good references, not a bad thing to have on the book shelf if you can afford to pick them up.

In Topic: Old school 3D engines

15 February 2014 - 05:23 AM

Fabian Sanglard (http://fabiensanglard.net/) has done a series of articles digging through various older now-open-source games and engines, including Wolfenstein, Duke Nukem, Second Reality, Another World, and Quake.

In Topic: Adding new RAM, is a format required?

07 February 2014 - 02:39 PM

Yeah, 32 bit windows can only address at maximum something like 3.5 GB of ram.  Frankly, that's not really enough these days, which seems pretty crazy when I think back to my first 486 that came with a 100 MB hard disk and maybe 8 or 16 MB of RAM...

In Topic: how to prevent save cheating? (for games where saving is NOT allowed)

06 February 2014 - 06:29 PM



Let them cheat their way through and then they don't feel like playing it again after the first roundORprevent them from cheating their way through and making them have hard fun while playing it and maybe thereby giving it good replay value (if the game was designed well) . . .. . . i choose the latter.@suliman: aren't the hackers the people that crack your game and give the cheats to the lazy, 'cheat-through' players?

OR they fail and fail and fail and since they can't do anything but start over or give up, they give up and call your game crap out of frustration.
Actually, 'fail and fail and fail' won't really be possible in my games, neither will checkpoints nor cancelling autosave be possible. You fail, you face the consequence, move on and . . . There'll be different things in my games and if isn't implemented before i start making my games, it'll be new things.
One more thing, shouldn't the player play within the developers programming? If not, i would have loved to keep going straight in the gtavc but unfortunately, you get magically turned around in the water.
Should you let them implement what you didn't program into a game? What if what they implement your idea for a sequel?
I'm just asking.



Often times, this kind of thing, in the form of modding, props up games and gives them life far beyond the finite amount of content that you can provide.  There are still people buying Half-Life 2 (2004) and Rome Total War (2004) & Medieval Total War (2006), at least in part because of the community-created mods that exist for these games.  Hell, half of the Valve IP is derived from popular Half-Life mods: Counter-Strike, Day of Defeat, Team Fortress.


Sure, an active modding community places more strain on you to produce a better product the next time around.  But you could also look at it as free A/B testing, and at worst, even if a mod becomes much better than the content that you created(not an uncommon situation... I don't think any of the games I play regularly are unmodded), users still need to purchase the base game to run the mod.