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Interview and dev plans

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Been offered my first interview in my ongoing job hunt. It's a field sales post with company car and fairly attractive looking renumeration, but I need to have a chat with them to see how the basic vs commission breaks down. Still nice to be moving. This was just an "Email your CV" type application so glad to see that is working since I was a bit concerned by CV was too long.

It's six pages, which I know the golden rules frown upon, but I've had a pretty varied career really and I just have to hope that employers skim read a lot of the info. I've tried to organise it so the important stuff is at the front.

Feeling pretty okay about interviews at the moment since I spend all my time selling and a job interview is just selling yourself as far as I am concerned. At least in this case I know my product [smile].

I really need to get some kind of development project up and running again before I go mad. You can only play through Thief 2 so many times before you start to wonder "Is this all my life is about?".

So I'm considering the following at the moment:

1) Develop a really good scripting language that could actually be of use to other game developers - I've quite a lot of experience now of writing amateur level compilers and interpreters and while I know there are a lot of good scripting languages out there, I'm interested in attempting one primarily designed for use in small indy game projects.

2) A 3D dungeon crawler, sort of like Eye Of The Beholder, but with mouse freelook. This is about as far as I have got with Direct3D in terms of implementing stuff like collision monitoring and might be a nice idea but again it is a very content-intensive project and I've learned from past experience that such projects do not suit the way I work.

3) A 3D spaceship game of some kind. I always thought this would be a good first 3D project since the environments are quite simple and the collision detection can just be sphere based. I'm struggling a bit with the sky box/sphere stuff at the moment but haven't actually tried to implement anything yet so it might be easier than I think.

4) A Windows application scripting language. I've had this thought in my head for a while now that I would personally benefit from a really good, flexible scripting language that would let me bung fairly simple Windows GUI applications together without all the pain of the Win32 API or learning C#. Bit of a huge project, but I figure you could start really simple with basic Windows, menus and push buttons then sort of work in a modular fashion to add in support for other controls. Reinventing the wheel, I know, but it would be really satisfying to get that working.

All a lot to ponder and enough else on my plate at the moment that even the simpler of the above seem like a lot to take on but I'm really missing programming and I want something to get excited about again.
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1. Instead of doing this, please spend your time improving existing scripting language support. I'd really like to have an easy interop layer for Perl or MzScheme that allows me to use C++ functors without having to go through SWIG.

2. OK

3. It's more work than you think. The skybox took me about 10 minutes to implement, including debugging. Rotating ships in 3D and making them behave reasonably well took me a month and a half.

4. Eh, don't bother. I'm sure Microsoft will come out with a competitor to AppleScript eventually. They've only had 12 years to do it.

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Original post by Ravuya
1. Instead of doing this, please spend your time improving existing scripting language support. I'd really like to have an easy interop layer for Perl or MzScheme that allows me to use C++ functors without having to go through SWIG.

2. OK

3. It's more work than you think. The skybox took me about 10 minutes to implement, including debugging. Rotating ships in 3D and making them behave reasonably well took me a month and a half.

4. Eh, don't bother. I'm sure Microsoft will come out with a competitor to AppleScript eventually. They've only had 12 years to do it.


All fair comments. Thanks.

1) Wouldn't know where to start [smile]. I've not really much experience of using other scripting languages, so wouldn't really feel qualified. That's the great thing about rolling out your own scripting systems - you require no expertise or knowlegde and can make it up as you go along (hence why my scripting languages are so rubbish, I guess).

3) I'm sure you are right. I just kinda thought that it would be easier than trying to manage collisions in a room-based environment and that I could get away with far simpler models than any other kind of game.

4) Again, I'm sure you are right. I was more interested in this as an excercise and for the satisfaction than in any way trying to produce something of use to anyone else.

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