10 Steps to Designing a Game
10 Steps to Designing a Game
10 Steps to Designing a Game
10 Steps to Designing a Game
10 Steps to Designing a Game
10 Steps to Designing a Game 10 Steps to Designing a Game 10 Steps to Designing a Game 10 Steps to Designing a Game 10 Steps to Designing a Game 10 Steps to Designing a Game 10 Steps to Designing a Game 10 Steps to Designing a Game
10 Steps to Designing a Game 10 Steps to Designing a Game
10 Steps to Designing a Game
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  #81  
Old 03-16-2006, 08:57 AM
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DarkSpirit DarkSpirit is offline
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Before starting any game, you should do a whole revision book, what I mean by this is that you write in a book every map detail, window(every inch), story line and all info about it. This can be done after the coding of the GameEngine. A GameEngine in my eyes contains 4engines which are the TileEngine(graphics engine), ScriptEngine(scripting language engine, this is essential trust me), SoundEngine and a BattleEngine. All this depending on what game you are going to make.

PS: I wouldn't advise someone to make a game in VB 6.0 unless it's a small game for you and your friends even if it's a TicTacToe, I built mine in C++(I'm not advertising a different language, I am just speaking my opinion).

Quick details of my Rpg Engine:

I program in C++ and use the OpenGl API of SGI, I use the IDE Dev-C++ 4.9.8.0 of Bloodshed Software to develop (GCC compiler) and I use the FMOD library for the SoundEngine.

Regards
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  #82  
Old 03-16-2006, 09:35 AM
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Val Val is offline
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Correction to my last post: DX9 was never released for VB6, so my post best applies to C++ programmers.

***

Funny you should mention the scripting engine. With Visual Basic, creating one is extremely easy - just use the script control. With C++, however, it is much harder - you have to wrap all your classes in COM (I suggest you use ATL if you are not already using MFC), making sure they support IDispatch (i.e. late binding). That way they can be used by VB/Java Scripts the same way a VB class can be used by them (provided it has Get/Let/Set for every property). Then you use the script control. I think there might also be a stand-alone activex library for scripting which frees you of the need to use a control.

Another approach to scripting is through compiled libraries rather than text interpreted at runtime. It's faster, of course, but makes the modding harder for the end user. In Visual Basic, you would just create an AX DLL and set your engine up so that DLL can be used for event raising or just function calling.
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  #83  
Old 10-07-2006, 03:04 AM
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Roscoe Roscoe is offline
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Default Two Letter Variable Names may have their place.

Quote:
Originally Posted by Machaira
.... If you use one or two letter variable names or other non-descriptive variable names - STOP RIGHT NOW! Learn some type of notation, Hungarian or otherwise and use it ALWAYS!

[ /rant off ]

Use those two letter names if you hate the typing - then use the find and replace feature of the editor to replace them all with better names after you've done your typing. All the world is compromise(d).
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  #84  
Old 11-06-2006, 02:27 PM
obot74639 obot74639 is offline
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Default number 8

Quote:
Originally Posted by Chrono23
Heh, thought I might just post this to give some of the n00bs some idea of how/what it takes to make a game. I've seen alot of people asking "How do I start making games" a lot so this might be useful. Maybe a mod could stickie this. Ok here we go:

1.) Decide on the game you'd want to make. The most common/popular genres are: Strategy, RPG, Simulation, Action, Acrade, Adventer, First-Person-Shooter.

2.)Fire up VB and take a minute (or couple days) to think about how your game should initially look. I call this GUI1. Why? Because you will probably redesign the interface many times.

3.) Start to build the shell of your game (or most of it.) Do not put in code yet. You just want to place controls and name them, maybe set captions or something. Also, keep a notebook hadnyt to write about all the cool stuff you want to put in your game.

4.) Start basic coding. This is all the stuff like button clicks and other simple code.

5.) Once most of the initial basic code is done, start on advanced code. This is stuff like Classes, UDTs, Winsock, Custom Subs, etc.

6.) Now that you have worked on the game for a little bit (hopefully a couple days of good, long programming) Set up a basic website telling about your game. Be sure to eventually include an FAQ, About the game, dev team page, and a forum. You can work on the website whenever you want, just be sure to update it frequently.

7.) Now that people are/will know about your game, continue with the hardcoding like stats, car speed, how many bullets the '214-Marauder' can carry. All that stuff that has to do with stats, saving and other stuff SPECIFIC to your game.

8.) If you are going to use Graphics, start on the engine now. Also get working on graphics for the game.

9.) Test out the game by yourself. Are there any bugs? If so, go back and fix them. Test again. Fix Bugs, Wash rinse & repeat until you think you have a good piece of software.

10.) Put the finished game on a your website so other people can download it. Also, listen to reports of bugs and other stuff that other people have found. You should go back and fix them with a patch. Also, try to publisicise your game, and get noticed.

(Extra) 11.) Make a sequel!
Iv been getting ready to dive into doing some relatively simple 3D models, and fly thruoghs, and wonder about number 8, and about what an engine is, and if I have a model, am I going up a path, building a bunch of stuff in adesk viz, that I should have done it maya, or do I just re-invent some wheels, because 3D, until I see some more new stuff, is like vanilla autocad, a very slow tedious interface that seems like it at times, was built by people who never used it, under fire and crunch of a design environment, which is not anyones fault, just two different users, but it leads me to the question, could you elabor8 on 8? What is the channel it's headed, what is the opportunity to make 3D building and editing in VB, for automation. I see a game like, well i see a game landscape, like a skin on a browser. It should be easy for me , to make system wide changes to groups of common elements, like a styles sheet on a website does. Right now, you make a model in 3Dstudio, and the trip to another form, alot of work is lost, 3D studio which i don't have, maybe it has automation, but the translating of materials, and reliably translating objects, and that stuff, whats the best route for a beginner to think about heading? I'm still reading- do you rely on big software, do you build it yourself, templates.
thanks
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  #85  
Old 12-15-2006, 02:29 AM
lugero lugero is offline
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Default Good tip

[QUOTE=Nerseus;300370]I think it's a good to divide the "tips for making a game" into two categories: tips for beginners and tips for experienced programmers. There are *totally* different tips for each group.

3. Learn Debug.Print and MsgBox quickly, to help discover how the code is working and when


I have taught my dad who is a teacher of visual basic classes, one piece of information that is vital to part 3.

If you are ever unsure what your numeric values are in your variables, run the program and do what you want to do.

say you were adding 5 + 5 and the answer came out to be 12, pause the program. Then go back to the code page and scroll up to the top of the page, if you don't have global variables, if you hover your mouse-tip over the variable you'll see a numeric and or word value.
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  #86  
Old 05-17-2007, 07:02 PM
Frostbite155 Frostbite155 is offline
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Quote:
Originally Posted by Optikal View Post
I think you missed a MAJOR step, or perhaps not missed it but didn't stress it enough.

You should spent many many hours on the design of your game before you write a single line of code. Design not only what it will look like, but how it will work, and how you plan to code it.

What will the interface look like?
What will the controls be like for the user?
What will the stats of each unit/enemy/npc/etc be?
where/how will these stats be stored?
How will you store the maps for your levels?
How will you create the maps for your levels?
What technology will you use to render the graphics?
What classes will you need to write to implement all this?
What methods/properties will these classes contain?
etc.

In a complex game, I would guess that approx as much time is spent doing design (no coding involved) as there is writing actual code (if not more).
Wouldn't it be kind of overplanning if you plan and design your game 100% before you even start writing it..?
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  #87  
Old 06-27-2007, 10:30 AM
chiko chiko is offline
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Quote:
Originally Posted by Mutos View Post
Hi all,


Just wanted to add something that seems to me VERY important :

--- Search for engines, don't redevelop Windows all by yourself ----

I mean, concentrate your dev on game engines, game features and game art. Don't redesign a graphics engine when there are many over DirectX and OpenGL that can do the job.

I kinda get a kick out of doing my own work fair enough im still using the gdi library (bitblt or getdibits) to render (for now) i still like to design my own game engine as much as i want to make the game i'll appreciate it more knowing that all of it is done by me and hopefully i'll be able to find a replacement to bitblt/getdibits or even (GetObject)

i think its good that people should try other game engines just to see what they can expect from it and then try to build there own so they know the underlyings of the system theres nothing like doing your own work (assuming you want to learn more about it rather then just to make the game)

Quote:
Wouldn't it be kind of overplanning if you plan and design your game 100% before you even start writing it..?
i believe basic planning jotting down your ideas and thinking how you are going to implement whatever it is you are going to do first

implement it then go back and re-evaluate your work figure out what you need to do next and will there be any problems how can you over come them etc?

like a step by step approach or was it phased approach something like that :P

thats what i think anyway (havn't used it myself so can't back it up much)
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  #88  
Old 06-27-2007, 11:29 AM
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Roscoe Roscoe is offline
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I believe it is called the "Iterative" approach and it forms the basis for Microsoft's Structured Development Framework (SDF). Or so I read in "Advanced Microsoft Visual Basic 5", a book which came with one of my MSDN CDs.
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  #89  
Old 06-23-2010, 07:42 PM
Aresvista Aresvista is offline
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Red face Gamme Design

You will probably find useful in game programming is to make some kind of scripting or the like for your game. You can even use VBScript, JScript or something like that (the Script Control). From personal experience i know this is much better, as you can debug much easier, and it allows for MUCH simpler addition to the game. Also you should always make your engine to be easily added to, incase you think of something you didn't think of before, and you really want to add it in.
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  #90  
Old 08-31-2010, 07:37 PM
dominic visser dominic visser is offline
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Default the first thing to do when creating a game..

is to put your laptop/keyboard away - turn off your computer.

grab a pen and some paper and write out everything that you are going to be including in your game.

make sure to expand out onto every little detail. just cover everything and every topic and be as precise as you can.

spend a week or so just doing this - work out all the 'kinks' and 'what if's'.

then take this information and write out how you are going to implement all of these details into the game - rough sketches of GUI's etc..

then take all this information and develop it into an action plan.

only then do you tap one key or click one mouse.
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  #91  
Old 09-02-2010, 11:00 AM
3dkingpin 3dkingpin is offline
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those are obvious points, i mean for example if you were going to go for a holiday somewhere you would find the cheapest/appropriate flight, find some nice hotels, determine what you want to do there, identify good locations to visit, packs your bags, get any medication that may be required, make sure you have all the right documents like passports. You know id say it goes without saying. What would be useful would be some well commented basic example games. E.g a basic two player online PONG game, a basic platform gae, a basic FPS and a basic puzzle game like tetris. so the user could go though it and maybe also read a written tutorial. That would be more useful
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  #92  
Old 10-17-2010, 11:46 PM
3G Alarm 3G Alarm is offline
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am also working on an rpg game but it turned out to be one of the most boring games ever (family reviews) i guess i just done have the right ideas
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10 Steps to Designing a Game
10 Steps to Designing a Game
10 Steps to Designing a Game 10 Steps to Designing a Game
10 Steps to Designing a Game
10 Steps to Designing a Game
10 Steps to Designing a Game 10 Steps to Designing a Game 10 Steps to Designing a Game 10 Steps to Designing a Game 10 Steps to Designing a Game 10 Steps to Designing a Game 10 Steps to Designing a Game
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10 Steps to Designing a Game
 
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