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New Year's Encouragements. Instead of making pressurey resolutions… - Covered in Scorpions

Jan. 1st, 2009

10:58 am

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From:kevandotorg
Date:January 2nd, 2009 11:19 am (UTC)
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An actual encouragement: rapidly prototype a couple of small-scale, not-for-much-profit, standalone-executable games, even if it means switching to a quicker and dirtier programming language to get the job done quickly. You've got good a game-design brain and a good videogame-text writing style, and it's a pity there isn't more stuff out there showcasing it.
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From:ravenblack
Date:January 2nd, 2009 12:11 pm (UTC)
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Thanks, that's a good one. Though my game-design brain doesn't like small-scale very much - I only have one game idea that looks like small scale and even that's a networky-two-player thing which is invariably actually a lot larger than it appears.

But hm, quick things of that nature is probably actually a good idea - like Sean's Windows Games, if I threw together ten or so small games then it becomes a sellable glob.

Which leaves the frustration of deciding between C#-and-XNA, with all the "explain to people that they need to install this series of libraries to get things to work" hassle, or C++, with all the "get DirectX to do the things that XNA does for you" hassle. Or perhaps you could suggest a quicker and dirtier programming language? I'm not very aware of these things.

(Upon finishing this comment I have four small-scale game ideas, but they're *all* networky two-player things.)
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From:kevandotorg
Date:January 2nd, 2009 12:39 pm (UTC)
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I'm pretty out of touch with standalone-executable programming, these days, although I'm trying to pick it back up again. I found Verge pretty easy and low-tech a few years ago; it's billed as being for boring tile-based roleplaying games, but uses a fairly simple sprite-based system - Zarba used to use it for platformers, and I knocked up a pointless Sokoban clone fairly quickly, back in the day. It's quite a kludgy-feeling language, but if you're working from other people's example code, it's easy enough to build up speed.

Can any of the two-player games be made single-player by having a simple bit of AI, and challenging, new-per-level superpowers for the opponent?
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From:ravenblack
Date:January 2nd, 2009 01:18 pm (UTC)
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Tile Wizards could.
Block Battle maybe but it wouldn't be much fun [like Tron light-cycles is dull against AI].
And I've forgotten the other two ideas already, hm.
I keep remembering one and then forgetting what it is because I have no simple brain-title for it. I shall dub it Oiram Puzzlegrid. That one could probably be single-player-ised as a somewhat different game rather than by making a player-actor AI opponent.
And hm, Snowstorm wasn't the fourth one, but *should* be quite a small-scale game, not sure how well that could be single-player-ised.
And Walls of War could probably be done as a quick prototype and then extended into what it's really supposed to be. That would single-player-ise in an AI that behaves like an idiot but has increasingly extravagant resource advantages, the same way Zatikon does it.

But really, they all quite badly want to be two-player games.
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