[gameprogrammer] Re: RPG
- From: Craig Chambers <reym_camroth@xxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Fri, 14 Oct 2005 18:30:11 -0700 (PDT)
--- Bob Pendleton <bob@xxxxxxxxxxxxx> wrote:
> > thanks. your right.... it's a bit daunting trying
> to
> > look for professional products. $100-$600 is about
> > 20-70% of my salary for the month, and i have a
> wife
> > and two kids to support. yeah it would be nice,
> but i
> > also work about 50 hours a week, so is the
> investment
> > in a product like that really feasible?
>
> Not for most of the people on planet Earth. For most
> programmers in the
> US spend $100 to $600 is not a hardship. They get
> paid pretty well.
> OTOH, that is why programming jobs in the US are
> moving off shore as
> fast as they can be moved. For someone in the US who
> is living on
> minimum wage, commercial tools are impossibly
> expensive.
>
true, but i'm just starting out and i don't know
whether my game will ever be produced, so i might
never become a professional programmer. it would be
cool to become one, it's been a dream, but sometimes
dreams are just that. also, i live in indonesia so any
courses i want to study are in indonesian and my level
of indonesian is deffenitely not an accademic level so
it makes it hard to study... that and the 50 hours per
week, two kids and a wife:)
> I teach C++ and a lot of my students are using
> Dev-C++ it is free and
> seems to work well. (I use Emacs/Make/G++, but I am
> an old UNIX
> programmer.) If you have access to a CD burner, a
> USB thumb drive, or
> even floppy disks, you can down load the files at
> work, carry them home,
> and install them. There are, or at least used to be,
> programs that would
> break up a large file and put it on a series of
> floppies and then
> reassemble the file on another machine. It is also
> possible to carry
> your PC to work and down load stuff directly to your
> hard drive and then
> carry the machine home again.
>
> Of course, get permission from you employer before
> doing any of these
> things. I would not want you to jeopardize your
> employment.
>
> Bob Pendleton
>
i've started on that. the it department would have no
problem with me downloading the dev c++ and then
burning it on to cd, so i guess i can also make a
start. well i've got to convince the wife that spend
an hour a day on the computer and not with her is a
good thing not a bad thing;)
i've got the SDLzip on floppy but can't remember if
it's for linux or not. is SDL OS specific?
>
> I still like the idea. I think the combination of a
> gesture editor and
> an action editor would be really nice. You could
> build the actions
> sequence and then build mouse gestures to control
> when it starts, how to
> stop it, and even where to direct the initial
> attack.
another option would be that the 'klik' of the mouse
could be the 'direction' of the attack or movement,
and then the action is actually activated by a
keypress. this means also that if you have a couple of
moves that you usually use in combination, the
computer could then suggest that you make a sequence
of those actions?
and if the klik of the mouse is only the direction
then your skill would make your attack more precise
and then knowleges could give you 'vital' areas of the
target depending on how much you have studied their
anatomy, or how many times you have fought this type
of opponent before.
>
> Of course, I think it would be much better to learn
> martial arts and
> then apply them in friendly sparring matches.... Oh
> yeah, I'm doing that
> already :-)
yep your right. friendly sparring matches would be a
good way to practice, which is one thing i want to put
in the game as well, 'non-leathal combat'. but this is
an RPG so the objective is to apply these moves in
'leathal/deadly' combat.
which leads me also to how these actions, skills and
knowleges would/could gain experience.
actions, skills and knowleges would all gain
experience from 'real' combat or use(for non combat
actions such as lock picking, hunting, crafting).
actions and skills would gain experience from
practice. actions wouldn't gain as much as they would
when actually used. does this seem a fair judgment
call?
knowleges gain experience from study.
then when skills are lined to actions and knowleges
linked to skills, there would be a flow-on effect of
experience. eg if the skill went up in score, any
actions or knowleges that were linked to it would
receive a certain ammount of experience. the more
actions/knowleges linked to the skill, the less
experience they get. hows that sound??
>
> Bob Pendleton
>
> >
> > i think it would be cool but the implementation of
> > something like that is going to be difficult, i
> know.
> >
> > Being able to programm your own combos would be
> > another aspect of the editor, and i think this is
> the
> > thing that would interest alot of gamers out
> there.
> >
> > the whole idea of the game would be that the only
> > 'rules' of the game would be the laws of the
> society
> > in which the character lives.
> >
> > the game would have limits based only on the
> > Charateristics of the character. no levels, just
> > actions skills and knowlege..... too close to the
> real
> > world, maybe so, but it would alow players to
> connect
> > to and realate with their characters and the game
> > environment (environment here meaning both nature
> and
> > any situations that the characters find themselves
> in)
> >
> >
> >
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- Follow-Ups:
- [gameprogrammer] Re: RPG
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- [gameprogrammer] Re: RPG
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- References:
- [gameprogrammer] Re: RPG
- From: Bob Pendleton
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