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Re: Staying Focused
[Re: tthorpe88]
#403126
06/14/12 19:06
06/14/12 19:06
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Joined: Nov 2011
Posts: 274 de
lemming
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Joined: Nov 2011
Posts: 274
de
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A development plan is very important. Start with the stuff you only need for the very basic working version. Then add the other stuff in steps. Like: Step 1: Load Level, Movement, Save Step 2: Enemies, Fight Step 3: Make Levels, Replace guard.mdl with something fitting. Just as example. Whenever great things come to you in mind, write them down and look in what future steps they can be included. Be sure you can handle the active step in time.
I do it that way and it works very well for me.
Oh, and you probably have to rewrite your code once or twice while you learn. ^^
edit:// Was maybe not clear in my text, but like Pappenheimer said write everything down and stick to it. And the AUMs are really helpful. In the intervies especially the last point which is often "What do you want to say to beginners" or something.
Last edited by lemming; 06/14/12 19:09.
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Re: Staying Focused
[Re: lemming]
#403128
06/14/12 19:26
06/14/12 19:26
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Joined: Feb 2005
Posts: 3,687 Hessen, Germany
Tempelbauer
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Joined: Feb 2005
Posts: 3,687
Hessen, Germany
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a few tips that helped me: - plan your game. write down what you want. write sentences, draw sketchs or something else (i prefer mindmaps and textual descriptions). - list the required features, the optional features and the nice-to-haves (-> set priorities). - Use the spiral model for your projects. It minimizes the chance of a complete fail. built the main game mechanics and improve it continously. - view code smaples, tutorials, ask users to find a good technique to realize the needs (for example: how to realize laser-rays? particles? models? sprites? ) - use a version control system (like subversion or git) to track the development and get the possibility to test major changes in your project without destroying your previous work
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Re: Staying Focused
[Re: lemming]
#403129
06/14/12 19:33
06/14/12 19:33
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Joined: Jun 2004
Posts: 2,234 Wisconsin USA
FoxHound
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Joined: Jun 2004
Posts: 2,234
Wisconsin USA
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It's realizing that it's all baby steps and starting with the most simple parts. No sense making hugly complicated and beautiful levels if you have not made a player movement code so you can see it, or even worse you can't make a good code that works with the level size, either your character seems way to tall or way to short and then the level needs to be replaced.
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Re: Staying Focused
[Re: tthorpe88]
#403168
06/15/12 16:22
06/15/12 16:22
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Joined: Jun 2004
Posts: 2,234 Wisconsin USA
FoxHound
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Not that I am aware of. How big a quant should be is very debated here on the fourm. Generally the smaller your level the better, but if it's to small things won't look right. So go for best look.
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Re: Staying Focused
[Re: FoxHound]
#403293
06/17/12 20:25
06/17/12 20:25
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Joined: Oct 2007
Posts: 13 Essex, England, UK
tthorpe88
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Joined: Oct 2007
Posts: 13
Essex, England, UK
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Thanks for the helpful pointers everyone. If anyone is interested I have started collating all my ideas together and set-up an development environment using; Skydrive, Subversion and trac by edgewall. I'm hoping trac will help me better manage my changes in subversion by making it a little easier to read/search through the changes. The ability to create milestones and tickets for each feature will help to break it down into individual code changes and make it easier to record my progress. Also putting it on my Skydrive means I can make changes at work through lunch . Hopefully I can come back here in 4-6 months with an video of the basic parts of a demo level with some place holders. Tom
--tthorpe88
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