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tony136

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  1. Hi everyone, I've uploaded a "development release" of a little project I'm working on. The main purpose of this release is to test out the (currently very basic) game play, art direction and the beginnings of the control system/user interface So, if you're interested, please head over to [url="http://www.dubious-games.co.uk/2012/04/28/missile-games-iteration-2-release/"]http://www.dubious-g...tion-2-release/[/url] and let me know what you think! Thanks! [attachment=8533:Missile Base - Iteration 2.png]
  2. [quote name='way2lazy2care' timestamp='1332851422' post='4925649'] I feel like it's very easy to do all the fun things first, so by the time you are finishing you have only boring things left. I think the best way would be to plan around it to make sure you are doing the boring things as you go along instead of finishing all the fun things putting 3 months of solid boredom between you and your game being finished. [/quote] This is exactly what I do, get the fun done and leave the boring stuff for later. The trouble I've found with this is that often, the boring stuff is also the important stuff. Example, I normally get the basic game world up and running then attempt to put in control and GUI elements later. Not only does this leave a big pile of steaming bore, it also meant (for me) that the boring stuff was even more difficult to do, having given it no previous thought when implementing the fun stuff. Another technique I've found that really works for me is to have more than one thing to do at one time. I started up a web site in order to share my development experience, so some times, I just spend a while working on that. I may also draw some more art for my game or even take a break altogether and cook something nice [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] When I get back to work, it becomes much easier to get going again. A quick word of warning here: Don't take a break for too long, or you'll forget that the boring stuff is what you need to do next. Then when you get back, the pile of boring can be difficult to take in!
  3. Hi all, I've been attempting to really get into game development recently, but have recently come across "the wall". What do you do when you get past the initial "everything is moving quickly and is exciting" stage and find yourself in the middle of the "I have to do this but I am losing interest" stage? That's if you come across this stage at all! I'm currently trying to avoid the wall, or at least attempting to mitigate it by creating a game in well defined "iterations". Each iteration lists out what I'm going to do and what I'm not going to do, to stop me going off at tangents and not making any progress. Then at the end of each iteration, I create a "release" - something tangible, that I can see as progress. This seems to be working for me so far, but I am interested to see what others do in the same situation.
  4. [quote name='dragonalumni' timestamp='1332394415' post='4924206'] [quote name='Dubious-Tony' timestamp='1332353468' post='4924033'] I would like to see a system in a game where a player builds up different levels of "Injuries", where each injury has a negative effect on the player. Then, you could either have a maximum "Injury level" (a health bar in disguise?) or make the game impossible to continue without some kind of healing. Or.. you could have minor injuries automatically heal over time, leaving the major injuries for some proper healing. [/quote] play fallout 3 or fallout nv, it has health, body party injury and radiation to contend with. (i havent played fallout 1/2 so i don't know about that) [/quote] That's still really only multiple "health bars" until the health is really low and something gets crippled. I meant something more interesting, for example - get an arrow in the arm and you can't aim as well / hit as hard. Get 2 arrows in the arm and you can't hold items over a certain weight with it and the pain blurs your vision.. something other than "Arm health 23/100"
  5. I've always found the idea of "Health" as a number a little odd - 1 hit to the chest is the same as 3 hits to the pinkie toe? The counter argument to this is of course is, what else can you do? You need a way of "being able to lose" without causing the player to immediately die every time they make a mistake. I would like to see a system in a game where a player builds up different levels of "Injuries", where each injury has a negative effect on the player. Then, you could either have a maximum "Injury level" (a health bar in disguise?) or make the game impossible to continue without some kind of healing. Or.. you could have minor injuries automatically heal over time, leaving the major injuries for some proper healing. Just writing it out like this, I can already see issues with such a system - but at least it's different!
  6. What I did that's really helped me so far is to create 2 projects. The first project is "The Game" - as Phantom said, just go ahead and create what you want. I'm a huge fan of Object Oriented design and design patterns so I try to keep my code as tidy as possible in this sense. The second project I created was called "The Framework". This is a collection of classes that I've found I use over and over again. As the number of classes in the framework grew, I took more time to organise and refactor it. When the framework grew to a certain size, I began making improvements to it and then made sure that these improvements were reflected in my game. Before I knew it, I had enough code to start another game with very little new code - and if you want to call this an "engine", I'm not going to stop you!
  7. Just out of curiosity - what are you going to use such a resource for? If it's to add every mechanic in existence into a game you're making, why not start from the basics yourself and work up from there. A proper design, especially in something like a tile based adventure game should be nice and easy to add to as you discover (or invent!) new game mechanics. Like I said, just curious [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
  8. [quote name='Telastyn' timestamp='1331257743' post='4920557'] Personally, I always found the [url="http://www.amazon.com/Design-Patterns-Elements-Reusable-Object-Oriented/dp/0201633612"]original[/url] to be the best. [/quote] +1'd, although it's examples don't use C# it's full of little bits of advice and patterns that will pop into your head while you're coding. I would read this a little, code a little, read a little more - you find that the book slowly starts weaving itself into your thinking without you even noticing and the end result is something you feel a little more proud of. But if you want to get good? Practice! If you ever think "I wonder if I can do X?", try it! Learn from it and move on. Look at other peoples code and while not directly copying, try to understand why they did it that way and make a decision if you agree with this or not. If you can, talk to people about it, even if they don't fully understand, just talking about it can help you get your head around it a bit more. Also, most of the time a problem you have has already been solved.
  9. Are you planning for true Newtonian physics - that is, if I keep thrusting forward, will my velocity keep increasing? If so, then I can imagine these defined manoeuvres having less and less affect the faster the ship is going (as force applied by the thrusters relative to the velocity of the ship could become insignificant). I've always disliked a "cap" on velocity in space games (see all space games made ever..) but as I've dabbled in making them, I find it's a necessary evil, along with velocity dampening, which makes small manoeuvres a little easier to handle. Anyway, back to the matter at hand! The main problem I see with these defined manoeuvres is that they could quickly become obsolete if players find they are much more successful just using manual control - something you put a lot of time and love into may hardly be used. Something that may be useful I think would be a series of "Tools" to make the flight a bit easier to handle. For example, a "lock on" tool that accelerates your ship to the velocity of the target ship and sets the target ship as the new frame of reference, essentially making it appear to stop while you control your ship around it. Or, if you do create these manoeuvres, allowing inputs to still affect the ship - so if you start an "Orbit" manoeuvre, you can still dodge and weave but overall, you are still orbiting.
  10. How about a spell that interferes with an opponents control - swapping keys, making enemies look like friendlies and vice versa. I think having a "twitch" based game is of this type is different and you should use this to your advantage! Swapping the weapon your enemy is holding (this could be randomly chosen, so could be advantageous to the target). A spell that strips your target of their armour and animates this into a creature that fights for you. A spell that makes your target constantly jump. A spell that turns you target into a variety of materials - but be imaginative: Chalk, Beer, chocolate, paper..!
  11. Hi all, Long time browser - first time poster. I've attempted to start a few games in the past but have always found myself bogged down or easily distracted by starting new games or jumping to far into the deep end. A little while ago, after a few years working I realised that I work a lot better when I have schedule, structure and deadlines! To help solve this little "personal weakness" I have, I decided to artificially create a work like structure by creating a web site and posting updates on my progress. This is the first time I've attempted something like this so I would really like a little bit of objective feedback - on everything! The design, my writing, the content and possibly even the game I'm working on (even in it's rather primitive state). Anywho, if you fancy a peek - [url="http://www.dubious-games.co.uk"]www.dubious-games.co.uk[/url] (The name is a play on the fact that I created the site to help reduce the "dubious-ness" of what I was making)