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dacypher

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About dacypher

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  1. dacypher

    Good/Bad coding practices

    Wow, thank you everyone! I have learned from everything everyone has mentioned! For example, I always found myself confused at what my globals were, even in small programs. I just thought that using them was considered the best practice! Maybe someone else has something to add? I think this is already a great thread for other beginners to read, as I have already learned a lot!
  2. I have dabbled in a little programming over the years, but have never really put a lot of time into getting a solid working foundation. Now, I have decided to go into full-hearted, and not set it down until I can functionally code small games and apps. I decided to start working with C++, since it is so versatile and popular, lending itself to many online resources (both people on this forum, and articles/tuts/etc). The major question I have is though: What specifically are people really talking about when they talk about good/bad coding practices? I see so often on these forums, in books, and everywhere people saying "Don't do or use <blank>, because it enforces bad coding habits you will have to try very hard to break yourself of". I would really like to get a good idea of what these practices/habits are, so that I don't have to one day go back and adjust what will then be second nature, because it is fundamentally wrong or troublesome! I know the basics, like always comment your codes clearly and everything, but I would think it runs a lot deeper than that. If anyone would like to shed some light for me by adding in tips, personal policies, thoughts, theories, etc., and maybe this thread could become a good resource for beginners, as well! Thank you everyone!
  3. dacypher

    Blitz Basic

    There are a few, or at least used to be. I use a Blitz created engine called Realm crafter.
  4. dacypher

    Alright Ive decided to jump into C++

    Also, if you wanted to just code games, and getting a foundation for a career in the language you choose is not a big deal, maybe check out BlitzBASIC. It is very easy to learn, and you could begin making games with a month or so. But, it is not going to help you a ton with getting into the industry and what-not. If you a complete beginer, though, it could be a much more user-friendly approach to starting to program. Particularly if you want to make games. MAny people start on DarkBASIC or BlitzBASIC, and then move into a regular language such as C, Visual BASIC, JAVA, etc.
  5. dacypher

    Alright Ive decided to jump into C++

    If you have some money to spend, here are a couple links to some very good books: http://www.courseptr.com/ptr_catalog.cfm?group=Game%20Development And well, some very good books by Prima as well, but the www.primagamedev.cm and www.prima-tech.com on the back cover are not exactly working right now. Hmmm...
  6. dacypher

    Any Ideas? Need Help Startin Off

    You'll need to set some guidelines before anyone can help you. Do you want it to be funny, or serious (a lot of those flash games are comical)? Do you want it to be more of a gimick, or actually have good gameplay (most of the comical ones are pure gimick)? What kind of game do you want to make? Genre?
  7. dacypher

    Writing for Multiplayer

    Quote:Original post by TechnoGoth “The problem with story lines in MMOs is that it has to be imersive, and yet, it has to be set up so that one player can be involved in the story, and then have another player do the same thing months, even years later.” This was exactly the sort of incorrect notion I was hoping to dismiss with this discussion. The problem with you logic is that you ignoring the key point of multiplayer games and that is the multiplayer aspect, you still thinking of multiplayer as on line single player. I a multiplayer story is one that involves the multiple player characters in an on going story that advances as result of their actions and not one where they all advances along the same story at their own rate. The players are all involved in the story in different roles and too different amounts but whether they participate or not they still feel the effects. The problem with trying to do something like this in an MMO is the fact that there may be 1000 players on at once. Trying to make an imersive story that revolves around what maybe just one person does would be confusing and chaotic. On the other hand, I do plan on trying to implement content that can be opened up to other people. Say there is a large boss character of high level in a remote region of the game world. Once 1 player kills him, another zone will open up past the boss, open for all players. But, the large boss will still spawn, so other people can fight it, and get any kind of treasure it drops, or just to see it. This will not have a HUGE impact on the story, but it will make the players feel like their actions count. I am going to try to implement content such as that, but I plan on having a semi-static back story that people will be able to follow. I don't like the story telling methods that games such as EQ1 and DAoC employed, which was just issueing an ongoing story that players would read, but never take part in. While they did have some quests that would follow along with these stories, they still did not make the players feel as though they were a part of it. Final Fantasy XI on the other hand tried to set up a story that players could participate in, but it was not disruptive to the other thousand+ people on the server. Like I said before, you cannot have a mission that will result in the world being destroyed if you do not complete it, as it would not make sense when it did not end if you left it. Also, you cannot "rid the world of evil", because after you do the quest, you may then later be asked by a friend to help him do the same quest and rid the world of the same evil all over again, thus breaking the flow of realism. What you are probably referring to are multiplayer games, not massively multipllayer. It is very difficult to have a dynamic and immersive storyline in an MMO.
  8. dacypher

    Any weapon design tips?

    The best way for me to get into the frame of mind for making weapons, is to read the weapon section of a pen'n'paper RPG. You can select almost any time period. Dungeons'n'Dragons for fantasy setting, and a score of others for modern and future. I read a wonderful source book for a table top RPG a loooong time ago, that had tons of great weapons. It was set in the future, and most of the weapons were biological based. Not like we know bio-weaponry, but much more interesting. For example, there was one weapon that consisted of seeds and a bag of bugs. You spread the seeds on the ground, and then let the bugs loose on them. The bugs will protect the seeds with their lives. Not very interesting, except that the bugs have extremely poisonous spikes on their backs, and will run under the feet of anyone passing by, therefore stabbing them in the foot with poison. a very neat game, I just which I could remember the name :P
  9. dacypher

    Writing for Multiplayer

    I have been thinking about this a lot lately, as I am making an online RPG (this is not a dream, I am an adult with all the resources to do this ie I am not programming it all myself, but rather, using an engine that still requires you to make all the content up, lol I know the normal respnses to MMORPG ideas). The problem with story lines in MMOs is that it has to be imersive, and yet, it has to be set up so that one player can be involved in the story, and then have another player do the same thing months, even years later. You can't have a story about the end of the world etc., because if that player decides to go do something else, it would not make sence that the world does not end. I believe that FFXI had a very good idea, where the player can get involved in missions, which open up the story of the world to the player, and shows them the inner workings of the relationships between the main cities (which is not good, as you can figure, or there would be n story). The player can get involved in these mission at any time, provided they have completed the last mission, and they are high enough level to complete it. This idea worked much better, and gave a much more full experience than the normal, "you get the next episode of the world story in your mailbox" thing that EQ and DOaC, among others, used. They could be done by one player, and then another player doing them at a later point, or putting them on hold for later, did not disrupt the flow of the story. There were a few points that did not make sence if you did them a certain way, but I guess that would be hard to fix.
  10. dacypher

    Need info...

    Hey! I am new to Game Dev as well, but I am kinda taking it as more of a hobby. My suggestion is, take a GENERAL programming course first. If you do not like programming a simple math application (along with every other non-game related kind of program) than you will most likely not be cut out for programming games. Getting a job DESIGNING games is not likely. With the rising costs of making a game, companies can no longer throw there resources into every basket. But on the other side of that, with the increasing technology and widening and maturing of the game playing community, there are more and more people who want to design games, and more ideas are becoming possible. I guess what I am saying that game ideas are a dime a dozen and dropping. Everyone has great ideas, but the money cannot even support 0.00000000000000000000000001% of them. So basically, you will be programming other's ideas with maybe little say-so in the design, for at LEAST a long time. What I could suggest, if you want to program your OWN games for a living, is to follow this plan: 1. Learn what you can now, before school 2. Go to school, take programming and find out if it is for you 3. When out of school, try to get a grunt job with a company, doing anything 4. Try to work up, regardless of working 20-hour days 5. Save up as much money as you can and network 6. After several years (yes, years), if you still do not think you will get a shot at making your own game, try to set up your own independent studio. after working for years in the industry, you will have the experience to at least know hwo to go about this (getting investors etc.). Getting investors will be WORLDS easier if you sit co-pilot to a successful game with "Blankety-blank" company 7. Make your game with several interested developers for a specific audience. Try to find a niche audience that will seek out your game, as your first attempt is not going to be in EGM or in EB store. It WILL be a PC game, not on consoles. The sheer fees required to make a console are beyond the wallet of an indie maker. 8. Try to get a cult following with your games, and work up frm there. There! That is how most smaller game companies get started these days. And, sadly, you may ned to put the ideas of an RPG of your ownon hold for a while. When I first arrived in the realm of game dev, that is what I wanted to do, but now, I understand the sheer amount of work that that genre demands. And, you WILL be making PC games. At least for a while. I suggest playing as much PS games as you can, as they are very different frm consoles. Well, I hope this helps some. And boy, I hope it helps someone, as this took a minute to write! lol
  11. OK, I am a bit confused now. My goal is to take an existing 1 player RPG (which is written from-scratch as a ROM which runs on SNES emulators), and (one day, skills permtting) turn it into an online RPG (maybe not MMO, but online). Then, after that, maybe try to make my own 2D RPG (maybe online, maybe not). I was looking into C++, as it seemed like the logical choice for creating games. After looking through several books, I believed that you would make the main-frame of the game in C++, then tie-in a graphics engine to actually produce graphics (I know it is not that easy, but I am just giving a general idea). As I started looking for graphic programs, I came across BlitzPlus and DarkBASIC. To my interest, they were languages, not just C++ add-ons. So, my question is, am I on the wrong (well, not wrong, as I know you can do almost anything with any language) path for what I want to do? Would BlitzPlus or DarkBASIC be a better choice for my game develoment wants? Just wondering people opinions. Thanks!
  12. dacypher

    Missing ascii

    Ahhhh, ok! Your right! I was wondering, and it's just that the code is in another font than the text of the book. Thanks!
  13. dacypher

    Missing ascii

    Sorry to keep asking such nOOb ?s, but the reason I asked the previous ascii question was because I needed ( what I at least believe to be )an ascii character. The one I was trying to get was not on the ascii list. It is used in this basic "Hello world" text. std::cout<< "Hello World" <<std::end It would be used right after end, before the ; . It is like a 㤠only the little side-part would be at the top ( I don't think the site is recognizing this one correctly. If not, it is ALT+180 ). Hmmm, is this supposed to be in the IDE? Thanks! P.S.- Sorry to ask this again, but I asked it at the very bottom of my last post, after I said thanks and all, I thought no one would see it. Thanks again! EDIT: NO, the site is not reading it correctly. You can hit ALT+180 to see what i mean. Thanks!
  14. dacypher

    nOOb ascii ?s

    Thank you! I thought it was Ctrl or Ctrl + Alt. The one I was trying to get was not on the ascii list. It is used in this basic "Hello world" text. std::cout<< "Hello World" <<std::end It would be used right after end. It is like a „§, only the little side-part would be at the top. Hmmm, is this supposed to be in the IDE? Thanks!
  15. dacypher

    nOOb ascii ?s

    Thank you for the chart, but I don't actually know how to type it. My book doesn't tell me how to print it. I feel SOOO stupid asking this. I really do know my way around a computer, I promise you. lol
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