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ferrisr

I need a good idea

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A realistic dark future MMORPG, where each player can find their own planet, and affect the biosphere and the evolution of mystical creatures, and then sell and crossbreed them, and make spaceships and player-run empires and lead entire nations. That's what a lot of people start with.



Sorry.

[edited by - juuso on October 6, 2003 3:12:30 PM]

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Being serious, Hangman would be a good game to start with. No AI, basic graphics, that would be good.

It is coming...10 years in the making and It is finally coming

-Beavt8r...

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I have always gotten too bored with old-school clones to ever finish one of the dang things. I recommend picing something fun, like when you were a kid, and emulating that in a simple straight-forward way. it doesn''t have to be great, just something to get your feet wet, right?

Try Tag, add in some play mode options like Freeze-Tag. If that''s too much try Rolling Down a Hill. i used to that a lot. its fun. You could make it into a game (not a best seller by any means) but something with a goal, and winning conditions. though I think it may be physics heavy. Anyway, the point is that all kinds of things can be turned into a game programming project.

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What do you find hard? Math? No you can get around that. Art? Well you can get around that too. Code? Well game code is about as explicit as they come. If you want proof of that, just go look at the Wolfenstein source code. Don''t even think of "engines" and what-not.

Now, just take your pick: Tetris? Towers of Hanoi? Whatever it is, learn from it. Tetris is an example of an implicitly mode-based game (believe it or not). This is what makes it a very inspirational game to code. Each player is given a variable mode, and that changes from (1)Move Block, (2)Rest Pieces, (3)Break Line, (4)Generate Block, or however you want to do it. Once you understand that program flow, you can let it settle in, and then write your code. This same concept is used in basically every game you''ll ever write from here onward.


(TIP: Enumerations may be your best friend. Think about it.)

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quote:
Original post by Hammurabi
Try Tag, add in some play mode options like Freeze-Tag. If that''s too much try Rolling Down a Hill. i used to that a lot. its fun. You could make it into a game (not a best seller by any means) but something with a goal, and winning conditions. though I think it may be physics heavy. Anyway, the point is that all kinds of things can be turned into a game programming project.


you know... I never actually thought about stuff like that... I''ve been trying to think of something fun that could be made on my own... I usually end up thinking of standard stuff like arcade clones and stuff, but never of stuff like Tag, or Hide-and-Seek, or anything like that... you weren''t really directing that to me, but thanks for the idea! :D

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quote:
Original post by juuso
A realistic dark future MMORPG, where each player can find their own planet, and affect the biosphere and the evolution of mystical creatures, and then sell and crossbreed them, and make spaceships and player-run empires and lead entire nations. That''s what a lot of people start with.


Pretty much, yeah. I''d recommand a conversational AI to allow full-scale context-based interaction between NPCs and the player.

Shouldn''t be too hard... >"<

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http://tciny.dword.org/22/files/pro.rar

I would be happy if you ask the developer of this game for being allowed to copy the idea.

I would find this a very good and simple game. Just make the algorithm of the falling cubes the way, that it is always theoretically (so with best player action and reaction) possbile to catch all cubes. To the times calculated this way add additional time dependent on the game level (as difficulty).

Should be easy to program, shouldn''t it.

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