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neveza

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About neveza

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  • Interests
    Art
    Design
    Programming
  1. Multiple projects

    As someone who is a bit of a work-a-holic, I have to put a lot on the back burner, or rotate them out depending on priorities. This leads to a wealth of backlogs from written materials, to information on my hard-drive. In other words, any projects I work on, I record nearly everything in notebooks. I have a few stacks of notebooks in my closet with notes, math, designs, art, stories... etc. They are there for me to look back if I need to, or simply as a personal archive. Generally, I try to stick to at least, two projects at a time. Doing too much, you won't get enough done. So, you could end up with multiple incomplete works that are shitty and unpolished while you could have focused on one project and made it a well crafted work of art. That's kind of how I approach it, of course.
  2. Playing your own game

    Should you not get the same excitement of what comes next while writing the story? Once you written the story, share the story from there. The medium is just the adventure game than a book. From there, ask yourself, what kind of story can you convey through an adventure game? What puzzles you want to see? What mechanics? Adventure games doesn't have to be around the story itself, although many are driven by the story. So, for me, they are separate entities. So, write a story that brings you that excitement, then think about how you can evolve that story through the medium of your choice. It's like a movie. You can Interpret a story in many ways bringing all forms of atmosphere, focus, and direction, for better or worse. So, when writing an adventure game. Do the story first, and enjoy the story writing. Once that is finished, focus more on how do you convey that story that thrills you even more? Is it a cool little scene that you, in your head, think "That's awesome." Then the gameplay of any scene you want to convey the mood. Is it a spooky puzzle or thrilling action scene? To me, if you aren't enjoying your game, then maybe you are doing something wrong in the gameplay front.
  3. Game Story Dilemma

    If you cannot decide on this alone, how will you finish the story? You'll eventually find yourself in other branching paths to take the story, which will you take then? In any case, you'll be making more games, I would imagine, so just pick one. Use a coin flip if you have to.. Then focus on developing a story that will not only satisfy you, but give someone else a wonderful experience.
  4. Passion: Wanting to Make a Game

    Depends on experience and how you go about it. In theory, if you were a decent enough programmer, you could procedurally generate all you want. That's how Daggerfall was made. The drawback, of course, is you will have a possibly flat game in terms of content. Could go the Less is More approach such as Skyrim where they scaled everything down so they could give personal touches to everything. The drawback of that... that takes time depending on the scale. So, if you want realistic: Skyrim took roughly 5 to 6 years to release after Oblivion was released. I don't know how many are in their team, but I imagine it's in the 100s. They probably spend over millions developing this game. However, there is a indie game called Dwarf Fortress. While not entirely open world, the scope is massive. Developed mostly by two people. The project is still ongoing since 2002. That is roughly 15 years. Now, they had made other things before this, so they did not start new. My advice: start with a small game. Understand what you can and cannot do before you attempt anything large, because even if you managed, it won't be very good due to the lack of experience.
  5. Need some helpful advice.

    20 years is fairly young. Imagine this scenario, It takes someone to get a Bachelors degree in roughly 4 years or 8 depending on your approach. That's already 22 to 26, but that's only the education part. Then you have the portfolio part which I would hope they developed during their time in college. So, if you plan on it now, and dedicate, you will be fine.
  6. sorry for the confusion. There isn't anything I could think of to be specific. And I wasn't talking about Game Design. Just story development. Anyhow, SunandShadow answered my question. Thanks for the links, Tom.
  7. I'm not too sure, Tom. I'd say both. I don't know what goes on in Game Development as far as the story is concerned (not the actually story itself, but the writing template and process) People know about programming and the building, but the story is never touched on. What goes into it? What does a writer do? Do they make countless of Novels for them? Do they present countless storyboards showing every single major event? I am not asking about the actual story creation. Creativity has no bounds to what you can do. However, on a professional level, what is the template to write in if any. A story in a game can be very complex and wasn't sure if there is some kind of professional system designed for this. http://en.wikipedia.org/wiki/Screenplay - Look at the section on Format and style. Is there a general requirement in the game development field? I'm trying my best in getting you guys to what I am asking. Quote:It really depends on the game, and the part of the story that is being told -- as above, some games may use multiple story telling techniques, each of which would be written using a different process. Story-boards are great for describing action-sequences (they're used for this in film too ;)). For a complex game, you may have to write story-boards, prose and scripts! Use all the tools at your disposal. Quickly cover the flow with story beats, draw up story-boards to show how things happen, use scripts to say when and where things happen, use illustrations to show what things look like, etc... There's no magic bullet or formula, and remember, it's a very young field compared to film or the written word, so the way people do things varies a great deal from company to company. That is what I was thinking, but just wasn't sure if there was something to be aware of.
  8. I figured as much, but it's not so much of the story telling. I wasn't sure if there is an development process that should be took into consideration. Also, note that RPG and FPS are genres. Like a Fantasy novel is not a sci fi novel. Movie scripts and Novels are different mediums to convey a story. A movie script is used for making movies. Novels are books. Etc. That is where I am getting at. Understanding the complexity of game design... I wasn't sure if a short story or a damn novel would be all there is. I suppose a story board. A very large one is more necessary. Script for dialogue, perhaps.
  9. Not the answer to the right question. You misunderstood me. When you write a movie script, you have a standard that film directors\producers have for scripts. Same goes for plays, I'm sure. Novels are usually basic form of writing, measured by word count. Poetry has it's own structure too. What you explained is the narrative tool. I'm talking about the actual development process.
  10. I yet to see anything about this, but is there a standard or template one should write in when writing for games? I mean, I guess it's a strange question to ask, butI was thinking you don't write a movie script like a novel. You don't write a novel like a play script. I'm guessing this isn't a common question because everybody might be writing for their own project, so a template may not matter. However, right now, writing is my only decent skill at the moment. So, is there a way to write a story for game development?
  11. Well, after hours of StringBuilder studying and general string studying, as well, at times, char stuying while looking at the innards of Key, KeyboardState, Keyboard... etc... etc. I made a semi-functional text processor for user input. Small problem. It's twitchy and excessive. At first, hitting A once may produce "aaaa", sometimes, with a nice good quick, light tap I may get one or two a. So, I figured that it's updating too quickly. I ripped out a time lapse function from XNA Game Studio Creator's Guide. It helped, but it's still chaotic. Now, a single push of a may give me "aa" Which is an improvement from the four to six character spasm. Any ideas? I'm kind of at the end of the road right with my knowledge right now. Here's a portion of the code. WARNING: Some code is in prototype and unpolished. May cause mild blindness. public void inputText(Microsoft.Xna.Framework.GameTime gameTime) { //Microsoft.Xna.Framework.Input.Keyboard keyboard; Microsoft.Xna.Framework.Input.KeyboardState keyState = new Microsoft.Xna.Framework.Input.KeyboardState(); keyState = Microsoft.Xna.Framework.Input.Keyboard.GetState(); //Microsoft.Xna.Framework.Input.Keys keys; foreach (var key in keyList) { if (Timer(gameTime)) { if (keyState.IsKeyDown(key.Key)) { string test = key.Value; if (keyState.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.RightShift) || keyState.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.LeftShift)) { test = test.ToUpper(); } textString.Append(test); } if (keyState.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Space)) { string test = " "; textString.Append(test); } if (keyState.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Back)) { if (textString.Length != 0) { textString.Remove((textString.Length - 1), 1); } } if (keyState.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Enter)) { //storedString = currentString;//stores the current for any use //currentString = "";//cleans out the current memory //addString = "";//same as above. } } } currentString = textString.ToString(); } //This was quickly thrown in for testing. Temporary. bool resetInterval = false; double intervalTime = 0; double previousIntervalTime = 0; int frameNum = 1; int numFrames = 2; bool Timer(Microsoft.Xna.Framework.GameTime gameTime) { bool resetInterval = false; //add time lapse between frames and keep value between 0 & 500 ms intervalTime += (double)gameTime.ElapsedGameTime.Milliseconds; intervalTime = intervalTime % 50; //IntervalTime has been reset so a new interval has started if (intervalTime < previousIntervalTime) resetInterval = true; previousIntervalTime = intervalTime; return resetInterval; } }
  12. [SDL] Getting cin-like input.

    Lazy Foo, there was no error. Just would flicker a screen and disappear. I'd say that's from a lack of delay, but it is dependent on user's input to successfully complete as the code intends. I'll look into Atoi(). That might be what could help me. Oluseyi, I'll look into what you said and keep it as a guide.
  13. My limited understanding and confusion has forced me to make this. I avoided posting in general to keep myself from looking a like a fool from this limited understanding. Anyhow, here I go. I am creating a text-based game through C++, as a learning project, and along on my progress, I felt that I should move up from the command prompt. Now I find myself smashing my head into a desk over SDL's lack of output and string input simplicity. I read articles, wikis, and tutorials around inputs. Found a few that were helpful, however they were mostly directed to just general 2D input. Which I can understand seeing how SDL is geared towards graphics. Now, what I am doing is trying to convert away from command prompt so, when I get to a specific point, I can start doing 2D graphics. As well, I do plan on touching around ASCII Art, however, I am not completely sure if that would be consider 2D art or have any relations as far as programming. Anyhow, to the point, I am trying to convert so I don't have to convert later on and going through mass amounts of code just to move up on 2D. My problem is that I can't figure out the input feature well enough to perform tasks that cin >> could do. Maybe I am asking a bit much out of SDL, but I don't see why it should lack such option. Text doesn't exist on just command prompts. The only site that I found that delt with this was lazyfoo, but the lesson it had didn't work when I compiled and ran it. Not only that, it didn't show how to assign ints or strings. As well, I am lazy and trying to put everything into one function. That might be my downfall as well. Any advice or links to these solutions? Perhaps a library that can be used in SDL for text purposes or an equivlant, better library that does this and windows interfaces? I hope this doesn't show my incompetents. I also hope I have all that needs to be informed.
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