Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 14 Mar 2004
Offline Last Active May 06 2014 10:31 AM

#5079811 Case for Dumbing Down – because others deserve to enjoy games too

Posted by demonkoryu on 23 July 2013 - 04:09 AM

The question is, when does a game stop being enjoyable to the typical player? When it is too hard, or the flow gets lost.


For example. journals, or highlighting of items. It is almost necessary because games tend to be built from repeating elements ("prefabs"), which are arranged in certain different ways. This allows memorizing map layouts and stuff up to a certain point; after which the gamer gets lost and has to consult help or search everything over again. Contrast this with the Real WorldTM, which has only unique items and locations that give many clues to the brain that helps to distinguish and remember stuff: Here a distinct dent in that box, here a scratch, this box is a little yellow at the bottom from the carrot juice, and so on.


What I want to say is, games rely mostly on location memory; whereas our real world gives much more clues and context; making mental clutches much less necessary. 

#5055969 Is UML worth learning for a beginner in OOP?

Posted by demonkoryu on 23 April 2013 - 03:13 AM

UML is good as a visualization tool as long as you don't try to apply the full "Rational Unified Process" which basically involves drawing the entire project beforehand using fancy UML diagrams, and then, when coding, realizing that all the pretty pictures were just a castle in the sky.

#5046491 Godmode

Posted by demonkoryu on 25 March 2013 - 05:03 AM

I think games that don't have godmode readily available (i.e. require some kind of trainer or cheat code) are the best compromise for the largest part of the gaming population, fun-wise, because with god-mode available, there is no challenge. There's constantly a rational voice in your head that tells you to just skip that hard part of the game so you can get on, instantly eliminating sense of accomplishment and motivation if you decide to use it. It's just a distraction, really, not much better than a WIN button.


The people who want god-mode can find a cheat or trainer easily enough if they want. The rest of us probably doesn't even want to be aware of the possibility to chicken out so readily.

#5046489 Is Java needed in order to run applications created in Java?

Posted by demonkoryu on 25 March 2013 - 04:50 AM

You can embed a JRE in your program distribution, that way, end-users won't need to have Java installed.

#5036338 Hardware

Posted by demonkoryu on 25 February 2013 - 08:22 AM

Forget about your GPU(s). To restate what has been already said above, you need enough RAM and a fast hard disk (preferably SSD) so that you can compile/build and switch between IDE and game without having to wait for swap, and 4+ CPU cores to have your game, your IDE and your build tools smoothly running in parallel. For GPU, a mid-spec GPU is enough, since it already covers most high-end features (except that it is a little slower) and keeps you attentive to your target audience's hardware. If you're going to work on media such as 3D graphics, movies and so on, you'd profit from beefy GPU; although since you'll be programming, that's a moot point.

#5034478 Starting a web presence...

Posted by demonkoryu on 20 February 2013 - 03:46 AM

Another option is the Drupal CMS. It's easy enough to get going quickly. It can also be expanded later into any imaginable type of website (not only blog/community style like Wordpress).

#5034475 Pointers To Appendage Of File?

Posted by demonkoryu on 20 February 2013 - 03:41 AM

Look into memory mapped files.

#5034473 Game engine Memory Manager

Posted by demonkoryu on 20 February 2013 - 03:32 AM




(don't hate me for using singletons smile.png the engine only uses two) 


Two too many.

That is just dogmatism. A singleton is a tool; one to be used sparingly, sure.

#5028977 What is the Best Book For a Beginner to Start JavaScript With?

Posted by demonkoryu on 05 February 2013 - 03:29 AM

* Pro JavaScript

* Secrets of the JavaScript Ninja

Both by John Resig, but that's coincidence. The former begins with the only proper introduction to JS that I've ever read.

#5002351 Impotant! Books to start learning video game programming ! I need it...

Posted by demonkoryu on 19 November 2012 - 09:06 AM

I taught everything myself the whole about C++ in about a week and have working on AAA titles about 1-2 months later then. That's ridiculous!

#4993783 Create a Game Engine

Posted by demonkoryu on 25 October 2012 - 07:22 AM

If you have completed a game with each engine, you wouldn't be asking this.

#4993762 Create a Game Engine

Posted by demonkoryu on 25 October 2012 - 05:56 AM

I want to know the language i need to learn

Most languages will do, if you know what you're doing.

and also the graphic thing. I need to know the sections i need to learn in the specific language and also in the graphics library. I need a clear answer for this.

You will need a good grasp on everything that's important. What that is, only experience can tell you.

The game which is created by my game engine should work in pc, mac, ps3, xbox.

Your engine doesn't create games, you create games. ;)
Try Unity, that's a popular cross-platform engine.

And guys i did not post anything because i am not started yet. I need some guide in it. For now i am learning so it would be more easier for me to learn if i know what to learnPosted Image

Learn to make a game, using an existing engine. Then you can make a "game engine", because you know how to use one.

#4986738 How Do You Plan?

Posted by demonkoryu on 04 October 2012 - 06:18 AM

The problem with planning ahead is that only experience can give enough information to plan a software design properly. So, in a domain where you have good experience (i.e. many completed programs), you might plan ahead and be mostly right.

Myself, I find that minimal planning and then refactoring as I progress gives me the best results. Refactoring is especially valuable in retrospective to crystallize the real meaning of your code; in contrast to the mess that code can be when you just got it running for the first time. ;)

#4984264 Rendering concept

Posted by demonkoryu on 27 September 2012 - 01:52 AM

And read Pitfalls of Object Oriented Programming, while you're at it.

#4916942 What should i study to become a good c++ game programmer?

Posted by demonkoryu on 27 February 2012 - 04:11 AM

  • Focus on results, i.e. finished programs. You'll ever only know why something is considered "good C++" if you did it wrongly in the first time.
  • Again. Code to make stuff happen, and choose the simplest working way. ("Simplest" does in no way mean "sloppy".)
  • As you work your way through real programming problems, you'll see when you need to learn more complex C++ stuff. Google for solutions and try to apply them to your work. (Some things look shiny (macros, template metaprogramming) but make your program worse if not properly used)
  • http://yosefk.com/c++fqa/
  • http://www.parashift.com/c++-faq-lite/