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About zarfius

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  1. Hey mate, Your question reminded me of this project. Either this *is* your project or you will find it very useful. If the guy is still doing it you should probably team up with him. If not, maybe he'll let you take it over. Good luck
  2. zarfius

    C# for scripting - runtime compilation

    Interesting idea. Does the rest of your game use C# or do you have some C++ stuff mixed in? My approach is to build a game using a bunch of C++ libraries (graphics, sound, etc) with wrappers around them and put the game code together with C# (but not XNA). It works really well once you get the boilerplate code done. The performance is very promising too. I don't have the advantage of on the fly scripting but the build time and dev time is significantly better than C++ as you'd already know. Anyway, I'll be following your posts. Interesting stuff.
  3. zarfius

    Tools are everything

    Very impressive And the talk about tools is completely valid. It's not completely obvious when people start a project just how important tools are. I've sort of known this in the back of my mind for a while now, but you've just brought it to the foreground. I'm going to have a think about tools myself. Thanks.
  4. One Eyed Six Legged Spider Robot? Simple but effective
  5. zarfius

    Them Thar Hills!

    Looks great Something that would make it significantly better would be to have different textures on each side of the blocks. e.g. grass on top, dirt on the sides and bottom. Just out of curiosity, what do you use to record the video? I've always wanted to do it but never spent the time to look into it.
  6. These are the features I've been waiting for In particular the comment tracking on journals but the other features I hadn't even thought of and they seem great too. I was starting to lose hope. Thanks
  7. zarfius

    There are many kinds of ugly

    Code can be written to serve many purposes. 1. It solves the immediate problem (requirements). 2. It's easy to test. 3. It's easy to reuse and extend. 4. It's easy to read and maintain. The priority of the above list is important but can change for each bit of code. For example, - most of the time meeting the requirements is going to be high on the list - code in a large project might put testability first because automatic tests are run everyday on a build server. (TDD) - reusablitly and extendablilty is important in projects that have rapidly changing requirements (this is a big topic) - readability and maintainability is important when you have many programmers working with the same code. Lets say your requirements are to draw a circle on the screen. You have a very basic 3rd party graphics library that only knows how to draw lines on the screen. On the first cut you might have a Circle class that has a Radius and Centre. The class could have a Draw method that you pass a reference to the 3rd party graphics library. The Draw method tells the graphics library where to draw the lines to form something that looks like a circle on the screen. Unfortunately, while this approach solves the immediate problem, it's not very testable because automated test can't look at the output on the screen (technically you can do a screenshot test but that's another story). One way to solve this problem is to put an interface in front of the graphics library so that the automated test can implement a "fake" graphics library in it's place. That way, the test can simply check that the expected lines are coming out of the Circle class. Next up, new requirements say you need to now draw Squares and Triangles. At this point you refactor you're code so that they all inherit from a base Shape class and can be put in a loop to call the Draw method on each. Doing this makes future changes like this a breeze because none of this code needs to be changed again. What's even better is that you can be confident you didn't break your existing Circle class during the refactor because you have automated tests that make sure it works the way you originally intended. One day your boss decides they don't want to pay the license fee on the graphics library anymore because there is a free one that works even better. It just needs to be integrated into the existing code. Luckily, you put the graphics code behind an interface because now all you have to do is reimplement that interface with the new graphics library and none of your Shape classes need to change. And so on.. and so on.. The point of the story is that you can get away with just meeting the requirements when the project is small but as it grows and requirements change you should constantly refactor the code to improve the design. Each refactor actually makes the code more resiliant to change and automated testing makes sure it still works.
  8. zarfius

    My idea was not original

    There are very few original idea's and the ones that are tend to have a lot of similarities to others anyway. I'll let you in on a little secret. Idea's are pretty much worthless. What matters is how well you turn the idea into reality. Just about everything around you was an original idea at one point but the people who got rich from it are usually not the one's who came up with the idea first. My advice: Stop trying to find an orignal idea and just make what you enjoy. Every game that isn't an exact clone has some originality too it anyway.
  9. zarfius

    It's a boy.

    Congratulations Guess what? The fact that you're already worrying about those things makes you a good father. My boy is 2 years old at the end of the month. Yes, life changes a lot after having a child but I can assure you that it's all worth it. You'll never look back. He'll be somewhat like you and somewhat different at the same time. It's a very exciting thing that you can only truely understand by experiencing it. Oh, and sometimes it feels like you have a lot less time for programming and such, but you get better at managing your time and make it work somehow.
  10. Seriously, no screenshot?
  11. zarfius

    New Project - Star Blaster (working title)

    Heh, I was looking for Spacescape just the other day. I remember reading about it on the Ogre forums months ago.
  12. I read your post a few days ago and I've been meaning to post this comment but I kept getting distracted. Anyway, here's my opinion, take it or leave it. I don't claim to be an expert when it comes to selling games but I've found myself in your situation before and I've put a lot of thought into it. First of all, and most importantly, people only hand over money for something when it provides [u]value[/u]. Value can mean different things depending on the product you're trying to sell. For example, if you're selling hot dogs the value might be what they taste like and the fact that they make you less hungry. If you can find a crowd of hungry people that like the taste of hot dogs you [u]will sell some hot dogs[/u]. Of course, there are lots of other factors involved like price and competition. If there's another hot dog stand with cheaper hot dogs (or any other kind of food) you won't sell as many. However, you still may have the better tasting hot dogs. Unlike hot dogs, selling software has an interesting difference. It can be copied, so your main cost is development. The value of software usually comes with what it can do and what problems it can solve or make easier. Games are a little bit different again, because the value is [u]'fun[/u]' which is kind of arbitrary. Finding the fun is not always easy because it can be hard to measure but you can use you're own judgement. Consider the following questions: Is throwing darts at a dart board fun? Maybe a little bit. Is it more fun to try and hit every number on the dart board? Probably. Is it even more fun to play against another person? Most definitely. The point is, games tend to get more fun when they provide a challenge. You wrote about "not designing the game around a specific goal" which is probably where everything started to go wrong. Here's the kicker. Really fun games create a lot of word of mouth which means they pretty much sell themselves. Boring games get played for a few minutes and forgotten. The good news is that you've built the foundation of something great. Keep at it and focus on finding the fun. Tell people what makes the game fun and how much fun they can have playing it and people will start to play. If it really is fun, they will keep playing and tell friends.
  13. zarfius

    Idea to app store(s) in two weeks

    Very interesting insight into the world of app stores. I hope it goes well for you're 2 weeks of work ;)
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