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I_Smell_Tuna

Start my game

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I've been developing the concept for my game in the last few months, and in the next month or two I would like to start programming it. Here are a list of things that I know I'll need to get started on first..... Input (mouse, keyboard, gamepad, other) Display (rendering) Initialization (Loading from resource files) Interface (Create characters, select scenario) Is there anything else that I might want to consider starting before this, or something that I should add to the list? I'm going to be using C and OpenGL if that helps.

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Start of making a bunch of small programs first to test the functionality of your game - demos so to speak. Slowly build on them, link them together somehow and just keep building.

If you could post more of how your game will work, what type it is, etc. I could probably give you a more specific way on how to do it.

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I get started by finding a small example of a game that's close to what I want. Right now, I'm writing an adventure game with some new twists from the old ones. I started with a small real time strategy example. It had input, resource management, objects, but a lot different than what I was going to do. Now I've redesigned it into almost what I want and I'm ready to start adding content. I'm using the clanlib game library which provides most of that anyway, and I started with the example in their library. The nice part about it, if your relatively new to c++ like I am, is that your looking at someone's code that probably knows quite a bit more. For instance, it was already set up with the idea of mutliple levels built in, and it uses xml files for resource management, which is kind of the new way to do things. I'm learning by writing my own code when it needs to be different, and I'm learning from the code that's written. I'm also building off a working example, which I like to do because then I can save a copy and if I don't like it, go back and start over. There's probably a lot of arguments for starting from scratch, but I've become so familiar with the code that I know exactly what it does and why. I should ad that if I publish the game at all it will be free and I'll give credit for any code used.

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If this is your first game ever I might take a step back at first. Find a good pong or tetris clone that is free and modify the source. Read the source first and then modify parts of it. This will give you an understanding of what you will need to have for your own game. C++ might be a good bet too as you will be able to use OOP techniques within your game. This will keep everything organized. You are starting off good though because you have plans of what you want to do. If you have good documentation, the code will be much easier to write because you will always know exactly what you need. Hope you get some good pointers here and good luck on your game. Keep us updated as to what happens.

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My game is going to be an RPG with a thrid and first person view. There will be RTS aspects where people will be able to create buildings and obtain upgrades and such. I'm going to be using Quake and Wolfenstein ET as a guide to help me through the process. It is my first game but I have made pong and tetris clones in the past but with VB6. This is my first venture into the C/C++ realm.

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It's a pretty big step to go from tetris to that type of game. Also, those games are written by teams of people and it takes years to complete them. Finding an engine would probably make the transition a little easier. Also, everyone is going to compare your game against games made by a team of experts. Expert modelers, designers, programmers, everything. It's something like saying your going to make a home movie like the latest star wars movie.

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I've made a FPS in VB6 before where you simply shoot a guy and he's dead, game over. I'm familiar with the complexities I'm just asking for help to map out these complexities so that they can be meshed together later on. My last game wasn't really a game, you just aimed and shot somebody, this next venture will expand upon my last "game" adding networking, user options, and better quality graphics.

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The Irrlicht engine is open source, c++ and has a lot of examples. That way you can change source code to fit your game rather than writing a complete engine. Sounds like a big project.

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