• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Kripis

I'm trying to make my first game

4 posts in this topic

So I'm making this text adventure game where I have an array of events and every time you go north, east, south or west. the loop calls a random number which then calls an event in the array, now is this the best way to do it? I want to learn to make code efficient from the beginning  

0

Share this post


Link to post
Share on other sites

I know you aren't going to like this answer, but don't worry about it.

 

What you want to do is do it the wrong way for now, then learn from your mistake on the next pass.  We can tell you a better way to implement what you want, like frob just did, but until you understand why one way is better than the other, there isn't much value.

 

In other words, you need to learn from your own mistakes.

 

 

Very nicely said Serapth and I have to agree 100%.  Programming is the art of understanding core features and functionality of a language and finding the best way to implement them into solving the issue at hand.  It is good to ask for and take advice on how you can better something but you should always try a few different approaches yourself before doing such.  We may be jumping to conclusions and you might have already experimented with a few different ways, if so and this is the best you have found so far, well most of us don't agree and Frob's idea of centralizing objects for re-usability is a good start.  Now it's up to you to take his suggestion and apply it to your game and find if it works better for you (and WHY).  The most important part is WHY.  Make sure when asking for help that you question the WHY every single time.  Not to challenge the suggester of the possibly better technique but to truly understand yourself WHY their method may or may not be better.  So like Serapth said you need to actually be learning why things make a difference not just being handed the proper answers.

Edited by Dan Mayor
0

Share this post


Link to post
Share on other sites

Programming is the art of understanding core features and functionality of a language and finding the best way to implement them into solving the issue at hand.  It is good to ask for and take advice on how you can better something but you should always try a few different approaches yourself before doing such.  We may be jumping to conclusions and you might have already experimented with a few different ways, if so and this is the best you have found so far, well most of us don't agree and Frob's idea of centralizing objects for re-usability is a good start.  Now it's up to you to take his suggestion and apply it to your game and find if it works better for you (and WHY).

As this is the For Beginners forum...

 

Many beginners don't know what the options are.  Most are still in secondary school and have only a few weeks of experience where they have dabbled with programming.

 

It is very difficult to choose among different approaches when you have no clue what any options are.

 

If the question were related to a school assignment or a serious game project we could discuss the merits of proper selection.  But in a For Beginners post I feel it is generally best to offer up simple, robust solutions that are easy to understand and to implement.

1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0