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Posted: Wed Jul 19, 2006 10:07 pm
Given the sheer number of people online interested in making games and the equally significant number of gamers with at least a bit of curiosity on the subject of how games work, I came up with the idea of supplying them with articles about the mechanics of game implementation to pique their interest. As someone with nearly four years of experience making games, I've gathered plenty of technical knowledge on the subject, and am both willing to and interested in sharing it with all those interested. My latest pet project, Desperado Academy, intends to offer just that.
Although I've been tossing this idea around for a month or two, I've yet to act on it. While I know exactly how I plan to kick things off (An article about lag in online multiplayer games and means of reducing it) and have a fair number of ideas for where to go after that (basic artificial intelligence, 3D graphic performance enchancement, vector based movement/"why trig owns your soul", differences between 2D and 3D interaction, collision detection, etc), I worry shortly down the line I'll run out of ideas for material to convey, bringing the project to a sudden halt. And without a steady flow of ideas to keep the project moving, I'm less motivated to start on the project. It isn't so much a lack of information, but a lack of ideas on what information is important. I'm trying to focus on more conceptual material, as opposed to tutorial-like material on how to make specific types of games. After all, any schmoe can find that on Google.
I'm asking you guys what sort of material you think is interesting and relevant to this project, so as to segretate my eventual limit on lore from Desperado Academy. Anything in particular you'd like to know about, with regard to games, how they're made, and how they work? Open to any ideas, and if I have beyond a rudimentary knowledge of the subject, I'll add it to the list of things to do.
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Posted: Wed Jul 19, 2006 10:12 pm
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Posted: Wed Jul 19, 2006 10:17 pm
the very basics!
1. whats used? [programs, ideas, who do you need, tools]
2. C++ Language [wtf is that all about?!]
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Posted: Thu Jul 20, 2006 3:00 pm
@Nights Now that I've actually taken the time to sit down and read through that article, it was a very good read. I'm familiar with a lot of the content, but it portrayed information in a rather easy to understand format. Definitely worth saving a link to.
@Mints The only problem I have with the basics is knowing... how basic is too basic. I don't want to spew out info about masking collision zones and pass it off as the basics, but I don't want to come off as condescending by teaching people what a rectangle is. I can give it a shot, though.
(Side note, a rectangle is a common collision mask in 2D games. That wasn't an analogy taken completely out of the blue.)
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