[gameprogrammer] Re: Game learning project of the month
- From: "Paul Smith" <paul@xxxxxxxxxxxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Mon, 8 Jan 2007 12:33:03 +0000
A complete game is one that can be loaded and played by a
non-programmer, and has at least a semi-professional look to it.
It needs (probably):
A startup screen/intro
Probably multiple levels
Some way to complete the game (probably running out of levels)
Music and sound effects
No unimplemented features - everything available from a keystroke/menu
option works and does exactly what it says.
No bugs! (Unit testing may be appropriate here)
You can be as elaborate as you like with these effects. Your first
game might have a simple startup screen with just a static image. By
the time you're on your third game you might have time within the
month to work on that "Demo Mode" code you see everywhere.
The fact is, once you've solved the "Demo Mode" problem, that problem
tends to remain solved - your next game can have a demo mode at almost
no cost, leaving you more time in the month to add new features.
Your first game might have a couple of levels which are hard coded in
some way into the game. Your fifth game might load levels form a file
and come with a handy level editing tool so any non-programmer can add
to your game
Yes it very much makes sense to implement several games - code re-use.
An input module that you've used in a complete game is worthless to
anyone but you. An input module that you've used across many
different games is far more valuable - you've proven its worth by
reusing it successfully.
Add configurable keys to your input module and all your future games
now have configurable keys. Add joystick support and all your games
have it.
Same goes for your sound module, your graphics module, etc etc.
What a complete game does for your CV is debatable. What it does for
your confidence and professional growth is undeniable.
On 1/8/07, Olivier Delannoy <olivier.delannoy@xxxxxxxxx> wrote:
Some more question now that I have monthly project:
All the idea provided here are doable in a month. The next question is what
makes a game complete ?
Does it make sens to implement several of such games ?
Does such game will have any impact on a CV in the industry game compagny ?
On 1/8/07, Paul Smith < paul@xxxxxxxxxxxxxxxxxx> wrote:
>
> > other classics include: tetris, snake, asokoban, missile attack,
asteroids,
>
> Pong, Space Invaders, Pacman, Mario (in ascending order of difficulty)
> --
> Paul Smith
> Computer programmer
>
> paul@xxxxxxxxxxxxxxxxxx
>
> ---------------------
> To unsubscribe go to
http://gameprogrammer.com/mailinglist.html
>
>
>
--
Paul Smith
Computer programmer
paul@xxxxxxxxxxxxxxxxxx
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- » [gameprogrammer] Re: Game learning project of the month
Some more question now that I have monthly project: All the idea provided here are doable in a month. The next question is what makes a game complete ? Does it make sens to implement several of such games ? Does such game will have any impact on a CV in the industry game compagny ? On 1/8/07, Paul Smith < paul@xxxxxxxxxxxxxxxxxx> wrote: > > > other classics include: tetris, snake, asokoban, missile attack, asteroids, > > Pong, Space Invaders, Pacman, Mario (in ascending order of difficulty) > -- > Paul Smith > Computer programmer > > paul@xxxxxxxxxxxxxxxxxx > > --------------------- > To unsubscribe go to http://gameprogrammer.com/mailinglist.html > > >
- [gameprogrammer] Re: Game learning project of the month
- From: Bob Pendleton
- [gameprogrammer] Game learning project of the month
- From: Olivier Delannoy
- [gameprogrammer] Re: Game learning project of the month
- From: Chris Nystrom
- [gameprogrammer] Re: Game learning project of the month
- From: Olof Bjarnason
- [gameprogrammer] Re: Game learning project of the month
- From: Paul Smith
- [gameprogrammer] Re: Game learning project of the month
- From: Olivier Delannoy