Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

100 Neutral

About surix

  • Rank
  1. surix

    Should I start premade engine or make my own?

    I am not a big fan of game engines, then again I am not creating games with state of the art light rendering and complex physic models. I have never needed one, I can pretty much do everything I need through simple brute force, relying on how amazingly fast modern hardware is. http://www.youtube.c...h?v=tR7n0X8e6F0 this game for example has a single function to handle all polygon collisions with a few if tests and a for loop, no partitioning system. It renders on the object level and the terrain objects are huge, most of the polygons rendered are not even on screen but the gpu just laughs. I once did a test and rendered the entire level every frame just for kicks and it still ran at 60 frames per second. Point being: hardware today can probably brute force your game if it is not nextgen quality. Consider how many features of an engine your game will use and if it will be easy to implement those features on your own instead of taking in the big game engine to slow down your load times and increase your memory footprint. Not to mention all the black box stuff where you have no idea how it works. Just an opinion to consider and good luck with your game!
  2. I would recommend looking at some complete source code for a 2d RPG engine and understanding each part. If there is some code that you dont understand why or how it works, past a snipit in the forums and people would probably explain it. The fastest way to learn (for me anyways) is to copy, and don't move on until you completely understand what you have copied. Nothing would be worse than having some code running in your engine that you do not know what its doing, that is a danger of using 3rd party game libraries as well.
  3. I would start by finding source code for a tile-based game like zelda. That should be fairly easy to understand. Try to understand how every part of the code works and modify it into your zombie game. Once you get to a point where you understand what you need to do, you can start over from scratch with all of your own code. I would not use an existing game engine, unless you need state of the art physics and light rendering I really dont see what 3rd party engines offer besides a box to work in. They are designed to be everything for everyone and thus are very bloated featurewise and have way too much code. But of course that is just opinion, others will swear to using them. If you make your own engine it will be simple and to the point, just what you need exactly how you need it. Plus you will understand every aspect of your game and how it works, nothing will be "black box". Good luck with your game!
  4. surix

    Something like Fire Emblem

    I think Fire Emblem is a little advanced to start with. However I wouldn't recommended starting with something like tetris or pong if those kind of games dont interest you. Had I started with a boring game like that I never would have continued as a programmer. Your first investigations should be exciting to you. I was into RPGs and started there, a simple real time tile-based game like zelda would be much easier to understand. The sheer size of codebase for a turn based tactics game is massive and complex, no matter how simple your stat system etc is. Realtime is far more simple and does not need as much state management code. the hardest thing for me to do when I started was organize states and 'wait' for stuff to finish being doing something else, that is where you start needing solid well planned code design and organization. Realtime games however can be pretty hap-harzard and still work and be easy to understand the code. What i did as a beginner was print out the full source code to a tile based RPG engine and put it in the bathroom kind of like a magazine. I read it every day until I had a good idea of every part of the engine. (the code had plenty of comments in it) Also, I agree that RPGMaker would teach you nothing about programming, it is not even an engine, it is a game used to make rpg games. I would find some working code of an RPG and start fooling around with it. (btw find one made by a kid, not by an industry professional. the industry professional guy's engine will just be him showing off all his lattest 'inversion of control' skills or over incapsilation or implimented 40 members of an Isortable interface or something lame and bloated like that. Being you dont know what all those concepts are yet, his engine will not be helpfull to you)
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!