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DarkBASIC Professional Discussion / DarkBASIC Programmers

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WarHunterX
23
Years of Service
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Joined: 25th Mar 2003
Location:
Posted: 6th Apr 2003 18:25
When u all program a really big game, what do you start with? I like to do all the graphics first, then code, but then I start losing interest in continuing the project. I need insight
~War
Shadow Robert
23
Years of Service
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 6th Apr 2003 18:39
1) start with basic controls
2) add gameplay and major features of the game
3) work on tech demo's of the effects
4) add them in
5) debug
6) add graphics & specific graphics routines (like Skeletal Animation)
7) debug
8) finalise graphics & polish off code
9) optimise
10)start debugging again when everyone tells me about the 6million bugs

roughly the schedual/checklist i run through

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Fluffy Paul
23
Years of Service
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Joined: 16th Dec 2002
Location: United Kingdom
Posted: 6th Apr 2003 18:59
The only thing I would add, as a precursor to Raven's points, is possibly:

0) Make sure you know what you are doing. Go by an A4 pad and write your ideas for the project in it. Plan everything - that way you can spot if you need to learn how to do something first or if you need to mock-up how something will work in a blank project.

If you're making an RTS like Warzone 2100 where you can swap the chasses, turrets and motive types around then you're going to want to know how to do that. Looking through the manual you'd spot handy commands like "GLUE OBJECT TO LIMB" and "LINK LIMB" and stuff like that so you might want to go off and practise glueing, linking and so on, to make sure these commands actually do what you want them to. Once you have some code, if you get stuck, you're more likely to get help on this forum. I've noticed that people respond in a more helpful manner if you can show them some code.

The other reason I emphasise planning is that changing your mind about how things work when you already have even a thousand lines of code is a total pain in the arse as you typically have to go back and rewrite large chunks.

Ending a sentence with a French word is so passé
Shadow Robert
23
Years of Service
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 6th Apr 2003 19:03
i figured he ment after all the planning ... but if not then definatly a big second for planning it out all carefully first

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
WarHunterX
23
Years of Service
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Joined: 25th Mar 2003
Location:
Posted: 6th Apr 2003 20:21
I wrote about 200 lines of code for a space game i was doing, then the trial period ran out. So i bought the lite version and it erased my projects folder lol. Anyways, thanks for the tips, now i just need to come up with a cool game idea

Kangaroo2
23
Years of Service
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Joined: 26th Sep 2002
Location: United Kingdom
Posted: 7th Apr 2003 00:50
Spot on lads. You forgot music and sound, but otherwise good answers

Coming Soon! Kangaroo2 Studio... wait and quiver with anticipation! lol
[email protected] - http://www.kangaroo2.com - If the apocalypse comes, email me
MrTAToad
23
Years of Service
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Joined: 26th Aug 2002
Location: United Kingdom
Posted: 7th Apr 2003 14:51
I tend to start at the title and then progress to the game...

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
Beta1
23
Years of Service
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Joined: 28th Dec 2002
Location:
Posted: 7th Apr 2003 16:09
Plan, Plan, Plan and document

Then start programming.

Dont bother spending 3 weeks making beautiful 3d models at the beggining - just use place holders to start with (either freebies from the web or even just boxes). Dont put in the final stuff untill youve got all the hard stuff done. IE physics/collisions/controls/AI/blah blah blah.

If you find yourself getting really bored/frustrated then by all means go and do something fun or something that adds a bit of graphic flair until you beat the block but dont get sidetracked into getting making your super-detailed models until you have a game engine to use them with.

Shadow Robert
23
Years of Service
User Offline
Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 7th Apr 2003 20:27
lol... i don't oftenly piss about with sound as i havn't even the slightest clue - i have a good ear for adding music which fits the scene fantastically adding ambience.
reminds me i've gotta contact the group 'Evanessence' about 2 tracks they're suppose to be supplying for a current CgFX project i'm working on
nVidia have told me that come July they'll want the finished version, gotta goto Seattle and sign up the deal which is for a pathetic amount of money really - but guess its better than nothing

i've gotta work on ALL of the planning over the next 3days to present it to them too because they want some artwork for the website :: looks nervous ::
well maybe they won't notice i can't sketch, most story board look quite crappy :-s hehee

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?

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