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Discussion on game development

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Kornel Kisielewicz:

--- Quote from: Karry on June 20, 2007, 14:39 ---
--- Quote ---Physics engines (I guess you're refering to those) ARE a requirement since about late 2005.
--- End quote ---
Only for A-class shooters. Not really for any other genre. People are reluctant to use even something so old and simple as "Havok".

--- End quote ---
For FPS, FPP/TPP RPGs, space-sims etc, they're a must have now.


--- Quote from: Karry on June 20, 2007, 14:39 ---Text-based game would be called Interactive Fiction. And those are very simple to code.

--- End quote ---
Sure you can use an existing IF engine. But try to code a reasonable and PLAYABLE natural language parser, and you'll see that even IF has it's caveants :P


--- Quote from: Karry on June 20, 2007, 14:39 ---I never said anything about content, my point was about coding skill.

--- End quote ---
Contrary to other games, in case of roguelikes, or procedural content in general, the coding skills are stricte needed for better content.

Malek Deneith:
Alright kiddies, that's enough of off-topic. The posts about game programming that didn't bring anything to Chaingun>Shotgun topic were split. You might continue the discussion here.

For the Inquisition!

Santiago Zapata:
What?

Picking between a Chaingun or a Shotgun is of utter relevance if you want to develop a serious game; we live in a dangerous world.

Or maybe not.

Newts Revenge:
I've been in a few game-making teams, and it's disheartening to see people arguing about whether someone is a better coder because they work on graphical 3D games or roguelikes. To me, a good coder is the one who gets good work done. Some are more experienced than others, some write code at a faster rate, some write cleaner and more readable code, some write more stable code, some have better problem solving skills, some have more mathematical knowledge, some have more knowledge of advanced algorithms, some are better at working near the hardware level, some are better at making critical engineering decisions - all these things and more are factors. For modern AAA games one good coder is not enough, even if it's John Carmack, and even if you have the Unreal 3 engine to work with. You need a whole team of good to great coders, who work well together, or you won't get a good result in a realistic time.

Programming a fully playable standalone game in under 7 days tells me that Kornel is at least a good coder, maybe a great one. But that doesn't really matter, it's the design skill that goes into his games (well... AliensRL at least) that make me play them, and thus join this forum. Which is as it should be, IMO. After all aren't Roguelikes supposed to be all about the design, by imposing very simple and restricted graphics to work with?

Aerton:

--- Quote from: Karry on June 21, 2007, 03:31 ---My point was that some people think that a roguelike developer is THE 1337 h@x0r, who thinks and talks in assembler with his peers, and the like.
--- End quote ---

Some people think that bragging on forums insulting works of others, and being able to type some magic words like "graphics engine", "havok", "assembly" makes them THE 1337 h@x0r

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