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Endar

Just a moment of your time ...

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Endar    668
Hey guys, I just finished a demo, a little 2d top-down space shooter, that I'll be using as a portfolio, along with the level tool I made to build the level. I was wondering if some of you would be willing to play it through once or twice and tell me what you think. Especially if those of you who actually hire people for your respective companies could tell me what you think it's worth as a demo piece. I will be applying first to the game dev studios in the area, and if that doesn't pan out, I'll be looking everywhere (so I'm not just naively thinking I'll get a job in the game industry, it's just what I'm trying first). This would be for a junior programming job or an internship, and the website of the particular studio that made me think of making this (and the first one that I'll be applying to) did say that a game as simple as Galaga or Pacman would be fine. Download Link It was written in C++, on top of the basic graphics engine that I've also written. The graphics engine is written with C++ and DirectX. The level tool was written in C# and I think required the .NET 2.0 framework (although I'm not sure about the 2.0). P.S. Turn down the sound effects and the music a bit. When I test it I usually have the sound effects on 10 and the music on maybe 50. Edit:: Download link fixed. [Edited by - Endar on March 21, 2007 5:48:05 AM]

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Black Knight    769
I just tried your game.
Its not bad but i think you definitely need to add mouse support :=).
Also the enemy ships are firing slowly but they fire alot and soon the whole screen is covered with bullets.And the bullets move slowly too.So they stay in the screen.

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Endar    668
Quote:
Original post by Black Knight
I just tried your game.
Its not bad but i think you definitely need to add mouse support :=).
Also the enemy ships are firing slowly but they fire alot and soon the whole screen is covered with bullets.And the bullets move slowly too.So they stay in the screen.


Since this is only a demo, mouse support isn't really essential at the moment, but I definately agree about the bullets. I have to find a balance between moving fast enough to not leave the screen cluttered, and moving too fast to dodge. Shouldn't be too hard.

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Guest Anonymous Poster   
Guest Anonymous Poster
The code would be at least as interesting to see, as the application, if you are looking for a programming job...

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Endar    668
Quote:
Original post by Anonymous Poster
The code would be at least as interesting to see, as the application, if you are looking for a programming job...


Which part of the code would be best? Even for just a small demo like this, there's a lot of it.

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Kylotan    9983
Just bear in mind that the company you apply for is going to be more interested in the code than the game. It doesn't really matter how it plays - chances are high that in your first game industry job, you won't have much say in that sort of matter anyway.

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Endar    668
Quote:
Original post by Kylotan
Just bear in mind that the company you apply for is going to be more interested in the code than the game.


Yeah, I thought so, but, are there any parts of the code (generally speaking of course) that they would be more interested in than any others?

I mean, should I just give them all the source code? Should I attempt to pick out a couple of good classes? Should I draw up a bunch of class diagrams to show my design?

Quote:
Original post by Kylotan
... chances are high that in your first game industry job, you won't have much say in that sort of matter anyway.


What do you mean?

Oh, are you talking about if I get an industry job, I won't have any say in the actual design decisions of the game play and feel? Well, yeah, that's only to be expected.

Edit:: will it be slightly more impressive that I built it on top of a basic graphics engine that I also wrote?

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SunTzu    286
Make all the code available to them, but highlight specific classes that you think exemplify your best code.

"Best" could mean most efficient, clearest to read, most closely aligned with your interests... whatever.

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Kylotan    9983
Quote:
Original post by Endar
Quote:
Original post by Kylotan
Just bear in mind that the company you apply for is going to be more interested in the code than the game.


Yeah, I thought so, but, are there any parts of the code (generally speaking of course) that they would be more interested in than any others?

I mean, should I just give them all the source code? Should I attempt to pick out a couple of good classes? Should I draw up a bunch of class diagrams to show my design?


If you go for a specialist job (eg. AI/graphics/networking), they'll want to see that code.

If you go for a more general job, you'll want to show your best code, and probably a small selection of different bits.

Quote:
Oh, are you talking about if I get an industry job, I won't have any say in the actual design decisions of the game play and feel? Well, yeah, that's only to be expected.


Yes, but I'm emphasising that it doesn't matter how well or badly your game plays, generally. I've been offered 2 jobs having shown nothing but 2D demos, one of which only used lines and dots. Generally they want to know that you have a good grasp of the language and of the general approach to game development.

Quote:
Edit:: will it be slightly more impressive that I built it on top of a basic graphics engine that I also wrote?


It's never going to hurt, but many industry jobs already have a graphical engine and won't care too much whether you wrote one or not.

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Endar    668
Since my resume and demo is going to be emailed in, would the code be something that I added along with my resume in the email, or something that I would wait to show in an interview, assuming that I got one?

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Endar    668
All the source code? Why?

Faced with a directory full of source code, would you really start looking at them all? What if the first one that is opened is your worst code, and the recepient decides to stop looking after that?

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Kylotan    9983
The alternative is that they see that you've deliberately hidden some of your work from them, and know therefore that your work is not of a consistently high quality. Then they stop looking.

Fix all your code to make it presentable. If they ask you which files to look at, you can point them at your preferred ones, but don't think they're going to be happy with you just providing your favourite snippets.

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Endar    668
Quote:
Original post by Kylotan
The alternative is that they see that you've deliberately hidden some of your work from them, and know therefore that your work is not of a consistently high quality. Then they stop looking.

Fix all your code to make it presentable. If they ask you which files to look at, you can point them at your preferred ones, but don't think they're going to be happy with you just providing your favourite snippets.


Would the code to my game be enough, or should I provide them with all the code to the graphics engine it was built on top of? With the graphics engine code, I've already organised a 2-3 demos from my previous engine version, and I've provided the relevant sections of code for the demos (eg. model loading, I show the classes that load and render the model format). Should I also provide them with the source code for my previous engine?

Because that would end up as over 1 Mb in source code.

Should I just stop at providing all the source code for the game and then selectively show stuff? Or are they just going to care about the game and not going to really care about the graphics engines?

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