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4E4 Progress

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Making a fair amount of progress with the 4E4 game. I have a basic story and game concept ready, it's nothing groundbreaking but it'll be pretty cool to see it realised as a game.

I don't have the internet at home anymore as I've just moved house, it makes things pretty difficult to research meaning I have to figure it out on my own. I actually prefer this, I've had the opinion for a while that the wealth of resources on the net can actually make some people worse programmers. This is definitely the case for me, if I spend the time looking for my solution on the net, I'll more often find some code or tutorial and copy it without understanding how it works. In this case, I have the thing I wanted but got no extra knowledge out of it. If I needed to solve this problem again I'd be in no better position to do so and will end up just searching for it again.

I prefer to spend time figuring a problem out myself before looking and asking for help; I think a few beginners out there could do well to adopt this technique rather than wanting to be spoon-fed the answers. Back when I first started making games there was no real public availability of the Internet so you *had* to figure out the solution on your own. That said, games and computer software has become exponentially more complex than it used to be, I wonder what strategy I'd take if I were just starting out today.

Ok back to 4E4 after that huge tangent.... The game content is specified 100% in script and Xml, it's pretty easy to get something up and running pretty quickly now. I'm now looking to form a basic game event system so that I can dettach the game from the input system. In effect, I want my input system to work out what's been pressed and then generate a game event (move_forwards, for example) rather than having the game code check for input and act accordingly. By doing it this way I should be able to create rolling demos and better script enemy behaviour. I'll be working on the event system tonight.
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Any chance of a screenie or two? [wink]
BTW, will the 4E4 sources be made public once the contest is over?

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Maybe when I have some art resources up and running there will be a screenie. I could post one of the current build, but it looks like space invaders so far ;)

The game should, in theory, be completely moddable and I will release the source and mod docs when it's completed.

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I never thought of an event-driven system. That's a pretty damn good idea, I think I'll work it into my framework eventually.

Right now, though, all input crap is handled with callbacks and passing crap around, which, although it isn't too fancy, gets the job done.

Rawr.

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Quote:

I prefer to spend time figuring a problem out myself before looking and asking for help; I think a few beginners out there could do well to adopt this technique rather than wanting to be spoon-fed the answers. Back when I first started making games there was no real public availability of the Internet so you *had* to figure out the solution on your own. That said, games and computer software has become exponentially more complex than it used to be, I wonder what strategy I'd take if I were just starting out today.

I think one of the best things to happen while learning how to program is that I had no idea websites about programming even existed. I had done no searching on the Internet for what language I should be using, I just went to the store and picked up a book on C++ and a copy of MSVC++ 4.2 and went at it. For a long time I was the only person I know of that programmed and I think now that as a result I'm more self-relient.

In short: I concur

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