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About Iltis

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  1. Iltis

    Survival Notepad Game Update

    This is still not the right forum. This is for 'General and Gameplay Programming'. Your post does not include any code or coding issues, but instead an Announcement (Project or progress related) Therefore it belongs in the Announcement Forum
  2. Iltis

    Finding and Choosing Libraries for C++

    A full list of C++ libraries might not help you at all, since there are so many. I doubt you want to spent weeks of reading every libraries description. You can narrow your scope step by step, though. The first thing to consider when choosing libraries is the operating system you want your game to run on. Not every Library supports every OS, which invalidates the use of some of them right off the bat. Then you have to make a very personal decision: Is your goal the game, or the journey (learning experience)? The former means that you most likely don't intend to spend much time on low-level hardware programming, without significant progress on your game per week. The latter could mean, that you want to know as much as possible of the code required to create a game, including the low-level stuff. In short, how code affin are you? Depending on your code-affinity you can use Libraries: different libraries for different things (e.g. a library for input, one for sound, one for graphics, ....), not necessarily cross-platform friendly Frameworks: a collection of pre-combined libraries, as well as cross-platform compatibility (e.g. SDL, Monogame, SFML, ...) Engines: which have 'pre-connected' libraries for audio, video, input, .... as well as a GUI and tools to aid development, like Source Control or Pick'n'Place Map-editors (e.g. Godot, Unreal Engine, ...) The provided functionality tends to get more abstract with each step down that list. That means you have to do a lot of 'boilerplate' and 'platform'-code yourself when using only libraries, to connect all these services. You'll have much more control over your project like this (and even more, if you use no libraries at all, but that's just nuts). It will most likely take way longer to finish your game, though. An Engine like Godot on the other hand just provides all of these functionalities as a bundle, and you don't have to worry about connecting audio, video, input and Library compatibility.... Engines are potentially easier to learn and shorten development time (unless you have a hard time learning and accepting that the 3rd party doesn't tell you everything that happens). When you've made your choice on HOW you want to program, there's not much left to do. If you want to use e.g. libraries, just google 2D-library, Audio-library, ... and pick one of the top 5 google results. There's a reason they are up there; and pay attention to community activity (a dead community cannot help you in times of need).
  3. Well, it's a form of multiplayer, so there should be a host. Either a server or one of the players has to hold the mainworld, while the others interact with it via internet, seeing only a replication of said mainworld. If you do not require instant updates on those note, you could have the game 'refresh' on start-up or other conditions, loading all changed/added notes to the billboards and removing deleted ones. Then the player's wouldn't need to have a server-connection all the time and could play offline, while occasionally getting 'updates' on the billboards once they enter WLAN again. EDIT: you would still need a server/host to hold the shared information, however.
  4. Well, my opinion (the way i do it) would be to combine both methods, but with emphasis on what @Kylotan said. Data-driven is typically better than using many different functions. Since this is basically about objects you want to hold in your hand, you could create a parent-class 'HandEquippableObject', that holds Data shared between all such items, including bows, shields, 2handed and 1handed, special items and so on. Said data contains for example weight or slot-usage (for weight-based or slot-based inventory), a mesh, thumbnail, name, description, durability, preferred hand, etc.... This would allow to specify that ONLY such Objects can be held in the hands, and you can cast for them, if you want to (some people do not like run-time casting though). Derived from the 'HandEquippableObject' is a 'WeaponBaseClass', that adds common data of weapons, like damage, attack speed and DamageType,... After that either derive different weapon types like bows, swords, and so on, or add an enum to the WeaponBaseClass that the player can switch on, to distinguish different weapons (avoiding a deep hierarchy). It's a choice of preference. Furthermore I typically only create functions for data-getters (since i wrap each layers data in a struct that'd make only 2 getters by now) and animation/presentation purpose (like playing a swing-sound for a sword, spawning flame-particles, Event to play a breaking animation on durability-loss, ...). The character needs a way to access the data, and the rest is handled by him (calculating actual dmg and attack speed, due to buffs, potions and stuff). One exception are bows, since those need to be drawn, and other 'aimed' weapons, but that's not relevant right now.
  5. @amade Sounds like you prefer 2D-oriented art? Like @Scouting Ninja stated, RPG Maker is a reasonable choice, although an RPG might be a little too big to start with. An easier genre to practice 2D art would be Idle- or Clicker-games. These typically don't require as much code (if any at all, depending on your engine choice) and have fairly simple gameplay, therefore you can make them rather quickly. You could start with only using splash arts, then add animated sprites in your next project and slowly build your way up to complex 3D modelling/texturing, etc. Another option are old fashioned, text-based dungeon crawlers, using your art as background illustration for the story. You also could try to make a visual novel 'game'. Scouting Ninja's other suggestion, GameMaker 2, is a good and popular 2D engine, which doesn't focus on a specific genre and does NOT require code at all (but you can add some later on) https://www.yoyogames.com/gamemaker There's a free, endless trial (with limited functionality of course, but that shouldn't matter for a beginner), as well as tutorials and quite a big community, so you can expect to find people to help you. EDIT: If you decide to pick up something that involves programming or scripting, feel free to send me a DM, containing your programming/scripting language of choice. If I happen to know that language, I could provide assistance to get started
  6. Iltis

    Pixel artist looking for Programmer

    Well, if you already have a GDD, that's good. Just post a compressed version of it, or something that has a little more content than your original post.
  7. Iltis

    Pixel artist looking for Programmer

    Draft version 0.01 from December 2015, and it's a five-liner at that. This doesn't convince me of your seriousness (not trying to be mean here). I suggest, you write up a "more detailed" Game-Design Document. there are free templates out there you can use. A GDD looks more appealing than just a five-line "description" and helps with promoting your game-idea. EDIT: Writing a novel is not required, but 6-8 pages are easily filled, even more so if there are sketches of e.g. a possible UI or environment included. Typically the following stuff is found in those templates: What game do you want to make (most important part): Is there a story? Genre? RPG with character development, RTS-like city builder, Survival game, economics-simulation, ... setting? stone age, middle age, post-apocalyptic, futuristic, alien environment or realistic, .... 2d /3d ; top-down, sidescroller, first-person, ... Single or Multiplayer? (online / offline multiplayer) if online multiplayer: communication between players (gestures only, proximity-chat, world-chat, guilds, ...) Inspiration/relation from/to other games (you already scratched that, be slightly more specific with what element from which game) Basic Gameplay mechanics if theres a leveling system, how would it work? (passively like Runescape where you advance by doing, actively like many MMORPGs where you spent Skillpoints on skilltrees) Equipping system / customisation of your character How do you interact with the environment and what Interactions define your core-gameplay (minecraft is based on manipulating the landscape, Witcher 3 is based on interaction with NPC's/AI, Assassin's creed has an extensive climbing and parcour system, Dark souls revolves around Combat and diverse boss-fights, etc etc... ), anything that seperates it from other games should be explained more detailed) What development environment (not as important as the game-design itself, but still important, since not everyone can use every programming language or engine, same for other software): Target platform (can be multiple; porting from Windows to XBox is quite easy, from Mac to Switch might not be so easy) any specific engine you WANT or MUST use, for whatever reasons; can also be "whatever you can work with" (Unity, GameMaker, Cocos, Unreal, ...) [Personally, I'd advice against a custom, self-written engine. Maybe if you were creating a complex Physics driven simulation game, or other heavily specialized scenarios. They require years of experience to do right] Moddability of your game (some engines cannot provide high moddability, or are very limited) estimated scale of the project (most certainly a wrong guess, just throw in a game of comparable complexity as a reference a small team can do something in the likes of Minecraft, terraria, Undertale in a reasonable amount of time (still talking several Months to ~2 years, though [Clones of such complexity can be created much faster of course, but we are talking about an original game here, so this should be a realistic assumption]) I like the turle profile-pic. Kind regards, Illtis
  8. I don't know your personal taste, so some of these might not arouse your interest: Scorpion / Spider (especially if you rig it, too, since the shell shouldn't deform!) Eagle / sparrow (the bird, not the weapon, how'd you do nice feathers that can be real-time rendered?) Barett Cal .50 / Minigun (if you're into CoD/Battlefield/...) A sail ship, like from Anno (with sails and stuff that can have cloth simulation) These could be used for a variety of games, and a are a nice step away from Humoid characters. Putting aside the 3. all of these are fit for a RPG, so you might even challenge yourself to adhere to a specific art style for all of them as well.
  9. Iltis

    Learning Project, comparing

    Update: 4 Participants right now, we agreed on C# with monogame as our programming language and are going to create a 2D-sidescroller like mario, without items
  10. +1 from my side. I'm currently trying to organize something similar in the Community section: It's not really meant as a competition though. The goal is for everyone (aimed at beginners) to program the same small game over one month, ideally using the same programming language, though not necessarily. Over the duration I'd like the participants to share and discuss their progression, to find out what kind of architecture is used and why, how the code is written and how to optimize it. And of course to help those who are stuck. Currently, 26.08. , we are only 3 people, one of which is a software developer who wants to try game-programming. So I'd be happy for anyone who wants to participate, either to learn or to provide guidance. We aim to start in early september (in 1 or 2 weeks)
  11. NO MONEY INVOLVED Hello there, this project is not about publishing, or fancy stuff like that. It's about learning how to code a time-driven program (in contrast to event-driven like excel, word or such). It's basically some sort of programming class and requires at least one intermediate/advanced game-developer, who would be willing to give advice on how to do better, when none of the other participants can help. On the Internet are many tutorials on how to do these things, but if you extend on those ideas and run into problems, it gets quite hard to find help, resulting in a loss of motivation. 2D-Artists and Soundengineers are also very welcome to help out and get feedback on their work! (last paragraph!) General: The idea is not to work independently and to build on top of each other, but instead trying to code the same thing and compare the result to figure out where one made a mistake or could've done easier/faster. It's not the goal for everyone to have the exact same code! It's aimed at people who have basic knowledge of OOP (classes, methods, ...), but aren't confident enough in their skills to apply for a bigger-scale project, or working with a team yet. Problems should be solved within the group of learners as far as possible, the experienced game-developer isn't meant as a personal library for every little obstacle. Instead he should give advice on how to structure the code better (what should be one class, what belongs in another, mostly code-architecture and refactoring). Language: The programming language itself doesn't matter to me, I am mostly interested in the architecture of such a game, not the syntax. I also would like to avoid big Game Engines like Unity/UE4, since they make it more difficult for the advice-giver (esp. if different engines are used). It may not even be necessary to have graphics at all, depending on the program we want to write. If graphics are a thing, maybe something like this is sufficient: C++ with SFML Python with PyGame Java with LWJGL / Slick2D / Processing Or (if everyone wants to) writing a simple, barebone framework/engine with DX12 / OpenGL (although the project might get out of hand here) Program: The program itself is not meant to be a large project, but something that can be done within a month if you code 5 hrs/week. It should be expandable when finished, e.g. adding new resources / units / levels / Skills or whatever Could be Simulation game (economy or whatever) Jump'n'run Twin-stick-shooter 2D Platformer The project spans from early september to early-late october (depending on how much time and effort everyone is willing to spend). Until early septemer I'd like to gather at least 4 people, set up the communication and dicuss the game we want to make. A 2d-Artist or Soundengineer who'd like to support this by creating the art / sound for the game, would be HIGHLY appreciated, too, and offered constructive feedback on their work. For this to work at least one motivated and experienced game-developer would be nice, although it might work out with aunty google, just not as smooth. If anyone's interested, please leave a reply or send me a message. My game idea: a small RTS like Anno 1602, Empire Earth or Age of Empires (preferably 2D), not necessarily with enemies: 2 basic resources (food, money) 2 building resources (wood, stone) 1 luxury good (maybe beer) some buildings to produce food, wood, stone, beer (beer has some conditions) and houses for citiziens (too few citizens = no workers, too many = food-shortage) Earn money with taxes (depending on citizen count) leveling up buildings with luxury good (+ other resources) for higher productivity, tax-income, maybe even as a skill-tree so you can choose between different options There's no end goal defined, just don't starve the citizens. The map could either be handcrafted or somewhat-random. Afterwards you can add new buildings, resources, etc., it shouldn't be all to difficult, since you have blueprints in form of the other buildings.
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