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codeman_nz

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About codeman_nz

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  1. I agree with moeen k.  Play some mobile games yourself, whatever games you like to play and get some inspiration from those.  Think about what you would like to see in those games or what they have done wrong and how you can improve it.  That's how I got the idea for the game I am currently developing.   Develop a game that you would like to play.  If you don't want to play it then others will not want to either.   Good luck and keep us posted.
  2. codeman_nz

    Text Based game Types

    Yes there was a text based map which showed planets and spy satellites.
  3. codeman_nz

    Text Based game Types

    I once created a space colony management game using text.  You could build colonies, armies and invade other planets.
  4. codeman_nz

    Different factions or different units

    What would you prefer as game designer ?   As player it is more interesting to have different factions, but on the other hand it is an absolute balancing hell. And balancing is frustrating for the game designer and the player as well. And even, in a perfect world, if you have a balanced game, many player would feel cheated by virtual inbalance nevertheless.   If you take a look at the oldest competive games in the world, sport matches or chess, then you don't have any faction dependent advantages/disadvantages, it just boils down to player skill and training. The same could be said about MOBAs, no faction dependent advantages, yet you have a high degree of variance through different champions.   So, I don't prefer any of your options, because I believe, that you can create an interesting game from each of them.     My current design is that all the players have the same units.  This is what I prefer since I don't like to make decisions about factions and what advantages there are to each.  When I play those sorts of games I just go with whatever looks cool and use what units I get to win the game.  I just like to get into the game and start conquering without too much thought and rely on strategy.  So that's what I'm going with.
  5. codeman_nz

    Different factions or different units

    RTS.   I want to appeal to the newer generations while not alienating the gerne fans.   The focus is empire building.  Expanding your empire while sustaining what you already have.
  6. Hi everyone,   What would you prefer?   All players have the same units Different faction types with advantages and disadvantages with same units Different faction types with no advantages and disadvantages and each faction type has their own unique units
  7. [quote name='Guest' timestamp='1341929885'] Okay so I read this and was soooo moved by it! [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] I am a programmer for the first robotics team 3825 in the tri-cities! And have always been learning many languages like C/C++ python labview java php ruby on Linux mint os and like even visual basic. NET [img]http://public.gamedev.net//public/style_emoticons/default/happy.png[/img] I always wanted to try and make a pc game but...whenever I try it's like I don't know where to begin...[img]http://public.gamedev.net//public/style_emoticons/default/sad.png[/img] I mean I tried see... // Game1.cpp : Defines the entry point for the application. // #include "stdafx.h" #include "Game1.h" // include the basic windows header file #include <windows.h> #include <windowsx.h> // the WindowProc function prototype LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); // the entry point for any Windows program int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { // the handle for the window, filled by a function HWND hWnd; // this struct holds information for the window class WNDCLASSEX wc; // clear out the window class for use ZeroMemory(&wc, sizeof(WNDCLASSEX)); // fill in the struct with the needed information wc.cbSize = sizeof(WNDCLASSEX); wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = WindowProc; wc.hInstance = hInstance; wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH)COLOR_WINDOW; wc.lpszClassName = L"WindowClass1"; // register the window class RegisterClassEx(&wc); // calculate the size of the client area RECT wr = {0, 0, 500, 400}; // set the size, but not the position AdjustWindowRect(&wr, WS_OVERLAPPEDWINDOW, FALSE); // adjust the size // create the window and use the result as the handle hWnd = CreateWindowEx(NULL, L"WindowClass1", // name of the window class L"Our First Windowed Program", // title of the window WS_OVERLAPPEDWINDOW, // window style 300, // x-position of the window 300, // y-position of the window wr.right - wr.left, // width of the window wr.bottom - wr.top, // height of the window NULL, // we have no parent window, NULL NULL, // we aren't using menus, NULL hInstance, // application handle NULL); // used with multiple windows, NULL // display the window on the screen ShowWindow(hWnd, nCmdShow); // enter the main loop: // this struct holds Windows event messages MSG msg = {0}; // Enter the infinite message loop while(TRUE) { // Check to see if any messages are waiting in the queue if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { // translate keystroke messages into the right format TranslateMessage(&msg); // send the message to the WindowProc function DispatchMessage(&msg); // check to see if it's time to quit if(msg.message == WM_QUIT) break; } else { // Run game code here // ... // ... } } // return this part of the WM_QUIT message to Windows return msg.wParam; } // this is the main message handler for the program LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { // sort through and find what code to run for the message given switch(message) { // this message is read when the window is closed case WM_DESTROY: { // close the application entirely PostQuitMessage(0); return 0; } break; } // Handle any messages the switch statement didn't return DefWindowProc (hWnd, message, wParam, lParam); } And it opens a window with the message but I am not sure where to go from there...[img]http://public.gamedev.net//public/style_emoticons/default/sad.png[/img] I only program robots that play basketball and stuff like the encoders and compressor and the pneumatics systems that rise and lower the arms...or like autonomous modes... or even controlling them with a Kinect sensor/360 controller. With a camera targeting system...to aim and shoot the basketballs....I never programmed anything that wasn't mechanically moving or was a sensor like a radar or encoder or something...[img]http://public.gamedev.net//public/style_emoticons/default/sad.png[/img] So I was hoping someone could give me some advice on what to do after I created the basic program for the game...? [/quote] Find a free game engine and start with that. I am working with Glest which is a free and complete game engine which has everything you need to use as a base framework. Study it and see how it works. You will find it is quite simple to understand even if you don't understand the intricit details.
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