Search Results

Search found 16947 results on 678 pages for 'game play'.

Page 19/678 | < Previous Page | 15 16 17 18 19 20 21 22 23 24 25 26  | Next Page >

  • Where to start with game development?

    - by steven_desu
    I asked this earlier in this thread at stackoverflow.com. One of the early comments redirected me here to gamedev.stackexchange.com, so I'm reposting here. Searching for related questions I found a number of very specific questions, but I'm afraid the specifics have proved fruitless for me and after 4 hours on Google I'm no closer than I started, so I felt reaching out to a community might be in order. First, my goal: I've never made a game before, although I've muddled over the possibility several times. I decided to finally sit down and start learning how to code games, use game engines, etc. All so that one day (hopefully soon) I'll be able to make functional (albeit simple) games. I can start adding complexity later, for now I'd be glad to have a keyboard-controlled camera moving in a 3D world with no interaction beyond that. My background: I've worked in SEVERAL programming languages ranging from PHP to C++ to Java to ASM. I'm not afraid of any challenges that come with learning the new syntax or limitations inherent in a new language. All of my past programming experience, however, has been strictly non-graphical and usually with little or extremely simple interaction during execution. I've created extensive and brilliant algorithms for solving logical and mathematical problems as well as graphing problems. However in every case input was either defined in a file, passed form an HTML form, or typed into the console. Real-time interaction with the user is something with which I have no experience. My question: Where should I start in trying to make games? Better yet- where should I start in trying to create a keyboard-navigable 3D environment? In searching online I've found several resources linking to game engines, graphics engines, and physics engines. Here's a brief summary of my experiences with a few engines I tried: Unreal SDK: The tutorial videos assume that you already have in-depth knowledge of 3D modeling, graphics engines, animations, etc. The "Getting Started" page offers no formal explanation of game development but jumps into how Unreal can streamline processes it assumes you're already familiar with. After downloading the SDK and launching it to see if the tools were as intuitive as they claimed, I was greeted with about 60 buttons and a blank void for my 3D modeling. Clicking on "add volume" (to attempt to add a basic cube) I was met with a menu of 30 options. Panicking, I closed the editor. Crystal Space: The website seemed rather informative, explaining that Crystal Space was just for graphics and the companion software, CEL, provided entity logic for making games. A demo game was provided, which was built using "CELStart", their simple tool for people with no knowledge of game programming. I launched the game to see what I might look forward to creating. It froze several times, the menus were buggy, there were thousands of graphical glitches, enemies didn't respond to damage, and when I closed the game it locked up. Gave up on that engine. IrrLicht: The tutorial assumes I have Visual Studio 6.0 (I have Visual Studio 2010). Following their instructions I was unable to properly import the library into Visual Studio and unable to call any of the functions that they kept using. Manually copying header files, class files, and DLLs into my project's folder - the project failed to properly compile. Clearly I'm not off to a good start and I'm going in circles. Can someone point me in the right direction? Should I start by downloading a program like Blender and learning 3D modeling, or should I be learning how to use a graphics engine? Should I look for an all-inclusive game engine, or is it better to try and code my own game logic? If anyone has actually made their own games, I would prefer to hear how they got their start. Also- taking classes at my school is not an option. Nothing is offered.

    Read the article

  • Where to start with game development?

    - by steven_desu
    Searching for related questions I found a number of very specific questions, but I'm afraid the specifics have proved fruitless for me and after 4 hours on Google I'm no closer than I started, so I felt reaching out to a community might be in order. First, my goal: I've never made a game before, although I've muddled over the possibility several times. I decided to finally sit down and start learning how to code games, use game engines, etc. All so that one day (hopefully soon) I'll be able to make functional (albeit simple) games. I can start adding complexity later, for now I'd be glad to have a keyboard-controlled camera moving in a 3D world with no interaction beyond that. My background: I've worked in SEVERAL programming languages ranging from PHP to C++ to Java to ASM. I'm not afraid of any challenges that come with learning the new syntax or limitations inherent in a new language. All of my past programming experience, however, has been strictly non-graphical and usually with little or extremely simple interaction during execution. I've created extensive and brilliant algorithms for solving logical and mathematical problems. However in every case input was either defined in a file, passed form an HTML form, or typed into the console. Real-time interaction with the user is something with which I have no experience. My question: Where should I start in trying to make games? Better yet- where should I start in trying to create a keyboard-navigable 3D environment? In searching online I've found several resources linking to game engines, graphics engines, and physics engines. Here's a brief summary of my experiences with a few engines I tried: Unreal SDK: The tutorial videos assume that you already have in-depth knowledge of 3D modeling, graphics engines, animations, etc. The "Getting Started" page offers no formal explanation of game development but jumps into how Unreal can streamline processes it assumes you're already familiar with. After downloading the SDK and launching it to see if the tools were as intuitive as they claimed, I was greeted with about 60 buttons and a blank void for my 3D modeling. Clicking on "add volume" (to attempt to add a basic cube) I was met with a menu of 30 options. Panicking, I closed the editor. Crystal Space: The website seemed rather informative, explaining that Crystal Space was just for graphics and the companion software, CEL, provided entity logic for making games. A demo game was provided, which was built using "CELStart", their simple tool for people with no knowledge of game programming. I launched the game to see what I might look forward to creating. It froze several times, the menus were buggy, there were thousands of graphical glitches, enemies didn't respond to damage, and when I closed the game it locked up. Gave up on that engine. IrrLicht: The tutorial assumes I have Visual Studio 6.0 (I have Visual Studio 2010). Following their instructions I was unable to properly import the library into Visual Studio and unable to call any of the functions that they kept using. Manually copying header files, class files, and DLLs into my project's folder - the project failed to properly compile. Clearly I'm not off to a good start and I'm going in circles. Can someone point me in the right direction? Should I start by downloading a program like Blender and learning 3D modeling, or should I be learning how to use a graphics engine? Should I look for an all-inclusive game engine, or is it better to try and code my own game logic? If anyone has actually made their own games, I would prefer to hear how they got their start. Also- taking classes at my school is not an option. Nothing is offered.

    Read the article

  • Too sell or give for free

    - by QAH
    Hello everyone! I am currently making a game that I was originally planning to sell. It is a simple 2D arcade style game for the PC. I've seen many indie games become popular and generate revenue from advertisements, but the game itself remains free. I need some advice on whether or not I should sell my game, release it for free with advertisements, or ask for donations and keep the game free. I feel that my game is fun, but of course the graphics aren't tip top because I am a programmer, not an artist. I just take screenshots of 3D models I get from Turbosquid and crop around it to make a sprite. Also, and I could be very wrong about this, it seems that there are more legal issues surrounding selling a game than making it free and generating revenue from advertisement, or asking for donations. If I am wrong, someone please correct me. Also, I am very interested in generating some revenue for my work, but that isn't at the very top of my list. I am in my last year of high school, soon to be going to college, and I am going to major in computer science/software engineering. So I am trying to gain some preliminary experience at home by coding stuff every day. One way of getting this experience is by making this game. So what do you think? What route should I take? What has worked well with other indie games? Thanks in advance.

    Read the article

  • To sell or give for free

    - by QAH
    Hello everyone! I am currently making a game that I was originally planning to sell. It is a simple 2D arcade style game for the PC. I've seen many indie games become popular and generate revenue from advertisements, but the game itself remains free. I need some advice on whether or not I should sell my game, release it for free with advertisements, or ask for donations and keep the game free. I feel that my game is fun, but of course the graphics aren't tip top because I am a programmer, not an artist. I just take screenshots of 3D models I get from Turbosquid and crop around it to make a sprite. Also, and I could be very wrong about this, it seems that there are more legal issues surrounding selling a game than making it free and generating revenue from advertisement, or asking for donations. If I am wrong, someone please correct me. Also, I am very interested in generating some revenue for my work, but that isn't at the very top of my list. I am in my last year of high school, soon to be going to college, and I am going to major in computer science/software engineering. So I am trying to gain some preliminary experience at home by coding stuff every day. One way of getting this experience is by making this game. So what do you think? What route should I take? What has worked well with other indie games? Thanks in advance.

    Read the article

  • Directx vs XNA - Which is better for me? [closed]

    - by tristo
    Recently I got Visual Studio 2012 from visual studio 2010, although did not expect Visual Studio to 2012 to designed the way it was. Anyway I am pleased with some of VS 2012 technology and have moved all of my projects to it. At this point of time since I got VS 2012 I have been into making windows applications and other non-game activities. ALTHOUGH have recently gotten into the spirit of game development and I am planning to make a 3d comical game, shader effects, not too complicated meshes, but it requires alot of lighting effects to emphasise certain parts of the game. When I was using VS 2010 I had a great time making 2d games with XNA, it uses a great language, and has a very awesome system. But I no longer have XNA with me, and the workarounds described in stackoverflow always gives me errors while using xna. Anyway it seems that microsoft have stuffed themselves up with xna anyway with the weirdness of Windows 8, and it being only avaliabe on pc and xbox. Due to these reasons I have decided to work with Directx and Direct3d to produce my new game, although the overflowing credits after each directx game gives me the shivers, and the low-level coding of directx also puts me on thin ice with my games, left in a confusional mess with what decision I should make. I don't know anything about directx or direct3d. I am an indie developer, but I am planning to take on alot of professional aspects of games. I don't have heaps of time(2-3 hours a day) I don't mind the complexity of how directx works, as long as I can learn how to make the fundementals of a game in a week. I am also unsure if directx is really for my situation, and keep with xna game development. Anyone can tell me the best technology for me would be great.

    Read the article

  • Friday Fun: Play Tetris in Google Chrome

    - by Asian Angel
    Do you prefer playing classic games rather than the newer ones? Then get ready for some classic goodness with the JC-Tetris extension for Google Chrome. JC-Tetris in Action When you click on your new “JC-Tetris Toolbar Button” a new mini-Chrome window will open with the game displayed inside. This could be very convenient for those who would like or need to pause the game, minimize the window, and finish the game later. All that is needed to play are the four “Arrow Keys & the Space Bar”. Note: The text was small when the window first opened during our test so we used the “Ctrl +” keyboard shortcut twice to enlarge it. You may or may not experience similar text size results. Like any Tetris game things start out “quietly enough” but this one speeds up quickly, so be prepared! Notice that you do get a warning of what is waiting to drop onto the game board on the left side. Whenever you complete a game you will see this small window asking if you would like to enter a name for the score…you can easily ignore/bypass the window by clicking “Cancel”. Another game and a much better result. Do not be surprised if you feel that little burst of “rushed panic” at the end! Conclusion JC-Tetris is an enjoyable way to relax when you need a break. The ability to pause the game and minimize it for later makes it even better. Have fun! Links Download the JC-Tetris extension (Google Chrome Extensions) Similar Articles Productive Geek Tips Friday Fun: Get Your Mario OnFriday Fun: First Person TetrisFriday Fun: Play MineSweeper in Google ChromeFriday Fun: Play 3D Rally Racing in Google ChromeHow to Make Google Chrome Your Default Browser TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Dark Side of the Moon (8-bit) Norwegian Life If Web Browsers Were Modes of Transportation Google Translate (for animals) Out of 100 Tweeters Roadkill’s Scan Port scans for open ports

    Read the article

  • Game Review: God of Light

    Luckily I came across this title at a very early stage. If I remember correctly, I took notice of God of Light on Twitter right on the weekend it has been published on the Play Store. "Sit back and become immersed into the world of God of Light, the game that rethinks the physics puzzle genre with its unique environment exploration gameplay, amazing graphics and exclusive soundtrack created by electronic music icon UNKLE. Join cute game mascot, Shiny, on his way to saving the universe from the impending darkness. Play through a variety of exciting game worlds and dozens of levels with mind-blowing puzzles. Your goal is to explore game levels, seek for game objects that reflect, split, combine, paint, bend and teleport rays of light energy to activate the Sources of Life and bring light back to the universe." Mastering the various reflection items in God of Light is very easy to learn and new elements are introduced during the game. Amazing puzzle game Here's the initial review I posted on the Play Store: "Great change in puzzles Fantastic and refreshing concept of puzzle solving. The effects and the music match very well, putting the player in the right mood to game. Get enlightened and grow your skills until you are a true God of Light." And it remains true, even after completing the first realm completely. Similar to Quell it took me only a couple of hours during the evening to complete all levels in the available three realms, unfortunately. God of Light currently consists of 75 levels, well it's 25 in each realm to be precise, and the challenges are increasing. Compared to the iOS version from the AppStore, God of Light is available for free on Android - at least the first realm (25 levels). Unlocking the other two remaining realms is done through an in-app purchase. The visual appearance, the sound effects and the background music provided by UNKLE makes God of Light a superb package for any puzzle gamer. Whether it is simply reflecting light over multiple mirrors, or later on bending the rays of light with black holes, or using prisms to either split, enforce, or colourise your beam, God of Light is great fun and offers a good amount of joy. Check out the following screenshots for some impressions. God of Light: Astonishing graphics and visual appeal throughout the game God of Light - Introduction to the game during the first levels. New light items are introduced at each stage during the game play God of Light: Increasing complexity and puzzle fun Hopefully, Playmous is going to provide more astonishing looking realms and interesting gimmicks in future versions. Play Store: God of Light Also, check out the latest game updates on the official web site of Playmous

    Read the article

  • Recommended method towards making custom maps for a 2d game?

    - by Qasim
    I am planning on making a 2D game, however different from my last personal projects I want this one to have enhanced graphics, with custom-designed levels. My previous 2d platformers were tile-based, in which I made a map editor for to create levels. However, I am wondering the best way to implement custom designed maps? For say, some grass is a litter higher than others, flowers here and there, cool drawings and structures along the way, etc. instead of just the same old tiles over and over again. I am thinking but I just can't grasp the idea of how to implement it. I have seen it done in other games and am interested to see how they accomplish it, but can't get my hands on some source code. :(

    Read the article

  • What technologies are used for Game development now days?

    - by Monika Michael
    Whenever I ask a question about game development in an online forum I always get suggestions like learning line drawing algorithms, bit level image manipulation and video decompression etc. However looking at games like God of War 3, I find it hard to believe that these games could be developed using such low level techniques. The sheer awesomeness of such games defy any comprehensible(for me) programming methodology. Besides the gaming hardware is really a monster now days. So it stands to reason that the developers would work at a higher level of abstraction. What is the latest development methodology in the gaming industry? How is it that a team of 30-35 developers (of which most is management and marketing fluff) able to make such mind boggling games?

    Read the article

  • What Type of Options should be on the Game Settings Menu?

    - by A13X
    I have seen a post about the main menu options here: UI: Main Menu options for mobile games. What options should be listed? What do users want to see? But I want to know what kind of options should/need to be available on the settings screen. I am making a rather simple 2D game for Android, but really I haven't found many aspects that warrant an options button or a check box besides turning the sound and music on/off. I was thinking graphics settings but then again, how many apps really need graphics settings besides immersive 3D ones?

    Read the article

  • Best strategy (tried and tested) for using Box2D in a real-time multiplayer game?

    - by Simon Grey
    I am currently tackling real-time multiplayer physics updates for a game engine I am writing. My question is how best to use Box2D for networked physics. If I run the simulation on the server, should I send position, velocity etc to every client on every tick? Should I send it every few ticks? Maybe there is another way that I am missing? How has this problem been solved using Box2D before? Anyone with some ideas would be greatly appreciated!

    Read the article

  • How do I design a game framework for fast reaction to user input?

    - by Miro
    I've played some games at cca 30 fps and some of them had low reaction time - cca 0.1sec. I hadn't knew why. Now when I'm designing my framework for crossplatform game, I know why. Probably they've been preparing new frame during rendering the previous. RENDER 1 | RENDER 2 | RENDER 3 | RENDER 4 PREPARE 2 | PREPARE 3 | PREPARE 4 | PREPARE 5 I see first frame when second frame is being rendered and third frame being prepared. If I react in that time to 1st frame it will result in forth frame. So it takes 3/FPS seconds to appear results. In 30 fps it would be 100ms, what is quite bad. So i'm wondering what should I design my framework to response to user interaction quickly?

    Read the article

  • Good university for computer science with plans for Game Dev.

    - by DukeYore
    I am starting my Computer science degree at a local community college in Programming using C++. However, i will be transferring to a 4-year university. Does anyone have any insight on university programs? I know Cal State Fullerton has a degree with a minor in Game Dev. however, is that as important as getting a degree from a really great school? if i could shoot for something like Cal Poly would that be better? Or even Stanford or SF state being so close to so many gaming companies up there in the bay area? thank you in advance for any guidance.

    Read the article

  • A two player game over the intranet..

    - by Santwana
    Hi everybody.. I am a student of 3rd year engineering and only a novice in my programming skills. I need some help with my project.. I wish to develop a two player game to be played over the network (Intranet). I want to develop a simple website with a few html pages for this.My ideas for the project run as follows: 1.People can log in from different systems and check who ever is online on the network currently. the page also shows who is playing with whom. 2.If a person is interested in playing with a player who is currently online, he sends a request of which the other player is somehow notified( using a message or an alert on his profile page..) 3.If the player accepts the request, a game is started. This is exactly where I am clueless.. How can I make them play the game? I need to develop a turn based game with two players, eg chessboard.. how can I do this? The game has to be played live.. and it is time tracked. i need your help with coding the above.. the other features i wish to include are: 4.The game could not be abruptly terminated by any one if the users.The request to terminate the game should be sent to the other player first and only if he accepts can the game be terminated. Whoever wins the game would get a plus 10 on their credit and if he terminated he gets a minus 10. The credits remains constant even if he loses but the success percentage is reduced. 6.The player with highest winning percentage is projected as the player of the week on the home page and he can post a challenge to all others.. I only have an intermediate knowledge of core java and know the basics of Swing and Awt. I am not at all familiar with networking in java right now. I have 5 to 6 weeks of time for developing the project but I hope to learn the things before I start my project. i would prefer to use a lan to illustrate the project and I know only java,jsp,oracle,html and bit of xml to develop my proj. Also I wish to know if I can code this within 6 weeks, would it be too difficult or complicated? Please spare some time to tell me. Please.. please.. I need your suggestions and help.. thank you so much..

    Read the article

  • Play in NetBeans IDE (Part 2)

    - by Geertjan
    Peter Hilton was one of many nice people I met for the first time during the last few days constituting JAX London. He did a session today on the Play framework which, if I understand it correctly, is an HTML5 framework. It doesn't use web.xml, Java EE, etc. It uses Scala internally, as well as in its templating language.  Support for Play would, I guess, based on the little I know about it right now, consist of extending the HTML5 application project, which is new in NetBeans IDE 7.3. The workflow I imagine goes as follows. You'd create a new HTML5 application project, at which point you can choose a variety of frameworks and templates (Coffee Script, Angular, etc), which comes out of the box with the HTML5 support (i.e., Project Easel) in NetBeans IDE 7.3. Then, once the project is created, you'll right-click it and go to the Project Properties dialog, where you'll be able to enable Play support: At this stage, i.e., when you've checked the checkbox above and then clicked OK, all the necessary Play files will be added to your project, e.g., the routes file and the application.conf, for example. And then you have a Play application. Creating support in this way entails nothing more than creating a module that looks like this, i.e., with one Java class, where even the layer.xml file below is superfluous: All the code in the PlayEnablerPlanel.java that you see above is as follows: import java.awt.BorderLayout; import javax.swing.JCheckBox; import javax.swing.JComponent; import javax.swing.JPanel; import org.netbeans.spi.project.ui.support.ProjectCustomizer; import org.netbeans.spi.project.ui.support.ProjectCustomizer.Category; import org.openide.util.Lookup; public class PlayEnablerPanel implements ProjectCustomizer.CompositeCategoryProvider {     @ProjectCustomizer.CompositeCategoryProvider.Registration(             projectType = "org.netbeans.modules.web.clientproject",             position = 1000)     public static PlayEnablerPanel enablePlay() {         return new PlayEnablerPanel();     }     @Override     public Category createCategory(Lookup lkp) {         return ProjectCustomizer.Category.create("Play Framework", "Configure Play", null);     }     @Override     public JComponent createComponent(Category ctgr, Lookup lkp) {         JPanel playPanel = new JPanel(new BorderLayout());         playPanel.add(new JCheckBox("Enable Play"), BorderLayout.NORTH);         return playPanel;     } } Looking forward to having a beer with Peter soon (he lives not far away, in Rotterdam) to discuss this! Also read Part 1 of this series, which I wrote some time ago, and which has other ideas and considerations.

    Read the article

  • How to design Character,Game Background.,Which Software to use?

    - by TicTech
    Yesterday i Downloaded 4 GB of Videos & ZBrush for Character design but now i realize that i want to make 2D Character and background for my Android Game. so it was a waste for me i don't want to waste my other bandwidth and my Energy on some other Tut. So i am Here for a advice my Question is. 1.Which software to draw and color Character, making Background ? 2.Is there any Video Tut or Ebook for the software to draw Character .i know Basic of Photoshop i learned from Lynda Please help me i am experienced in Android SDK so that's not a prob. for me but in designing i don't know anything any Help will be Really Appreciated Thanks.

    Read the article

  • How can I scale movement physics functions to frames per second (in a game engine)?

    - by Richard
    I am working on a game in Javascript (HTML5 Canvas). I implemented a simple algorithm that allows an object to follow another object with basic physics mixed in (a force vector to drive the object in the right direction, and the velocity stacks momentum, but is slowed by a constant drag force). At the moment, I set it up as a rectangle following the mouse (x, y) coordinates. Here's the code: // rectangle x, y position var x = 400; // starting x position var y = 250; // starting y position var FPS = 60; // frames per second of the screen // physics variables: var velX = 0; // initial velocity at 0 (not moving) var velY = 0; // not moving var drag = 0.92; // drag force reduces velocity by 8% per frame var force = 0.35; // overall force applied to move the rectangle var angle = 0; // angle in which to move // called every frame (at 60 frames per second): function update(){ // calculate distance between mouse and rectangle var dx = mouseX - x; var dy = mouseY - y; // calculate angle between mouse and rectangle var angle = Math.atan(dy/dx); if(dx < 0) angle += Math.PI; else if(dy < 0) angle += 2*Math.PI; // calculate the force (on or off, depending on user input) var curForce; if(keys[32]) // SPACE bar curForce = force; // if pressed, use 0.35 as force else curForce = 0; // otherwise, force is 0 // increment velocty by the force, and scaled by drag for x and y velX += curForce * Math.cos(angle); velX *= drag; velY += curForce * Math.sin(angle); velY *= drag; // update x and y by their velocities x += velX; y += velY; And that works fine at 60 frames per second. Now, the tricky part: my question is, if I change this to a different framerate (say, 30 FPS), how can I modify the force and drag values to keep the movement constant? That is, right now my rectangle (whose position is dictated by the x and y variables) moves at a maximum speed of about 4 pixels per second, and accelerates to its max speed in about 1 second. BUT, if I change the framerate, it moves slower (e.g. 30 FPS accelerates to only 2 pixels per frame). So, how can I create an equation that takes FPS (frames per second) as input, and spits out correct "drag" and "force" values that will behave the same way in real time? I know it's a heavy question, but perhaps somebody with game design experience, or knowledge of programming physics can help. Thank you for your efforts. jsFiddle: http://jsfiddle.net/BadDB

    Read the article

  • 'Unblock' / 'Yellow Out' game questions

    - by pimvdb
    I would very much like to build a game that is known as 'Unblock' or 'Yellow Out'. It is a puzzle game in which the task is to move a car out of a parking space by moving other cars in certain directions. These are links where the game can be played: Yellow Out Unblock My questions concerning this game are: Is this game actually licensed? I see it's available under two names (perhaps even more). Does this mean the game idea can be used freely? Is there an article about it? I have not been able to find it on Wikipedia. I would like to gather some information about the game so as to understand more details of it. Is there some database with puzzles available? I can just check the puzzles of existing games, but that's a pain because I have to finish a level to get on to the following one. I was wondering whether there is a general list of puzzles somewhere. Thanks!

    Read the article

  • Is Test Driven Development viable in game development?

    - by Will Marcouiller
    As being Scrum certified, I tend to prone for Agile methodologies while developping a system, and even use some canvas from the Scrum framework to manage my day-to-day work. Besides, I am wondering whether TDD is an option in game development, if it is viable? If I believe this GD question, TDD is not much of a use in game development. Why are MVC & TDD not employed more in game architecture? I come from industrial programming where big projects with big budgets need to work flawlessly, as it could result to catastrophic scenarios if the code wasn't throroughly tested inside and out. Plus, following Scrum rules encourages meeting the due dates of your work while every single action in Scrum is time-boxed! So, I agree when in the question linked above they say to stop trying to build a system, and start writing the game. It is quite what Scrum says, try not to build the perfect system, first: make it work by the Sprint end. Then, refactor the code while working in the second Sprint if needed! I understand that if not all departments responsible for the game development use Scrum, Scrum becomes useless. But let's consider for a moment that all the departments do use Scrum... I think that TDD would be good to write bug-free code, though you do not want to write the "perfect" system/game. So my question is the following: Is TDD viable in game development anyhow?

    Read the article

  • game multiplayer service development

    - by nomad
    I'm currently working on a multiplayer game. I've looked at a number of multiplayer services(player.io, playphone, gamespy, and others) but nothing really hits the mark. They are missing features, lack platform support or cost too much. What I'm looking for is a simple poor man's version of steam or xbox live. Not the game marketplace side of those two but the multiplayer services. User accounts, profiles, presence info, friends, game stats, invites, on/offline messaging. Basically I'm looking for a unified multiplayer platform for all my games across devices. Since I can't find what I'm planning to roll my own piece by piece. I plan to save on server resources by making most of the communication p2p. Things like game data and voice chat can be handled between peers and the server keeps track of user presence and only send updates when needed or requested. I know this runs the risk of cheating but that isn't a concern right now. I plan to run this on a Amazon ec2 micro server for development then move to a small to large instance when finished. I figure user accounts would be the simplest to start with. Users can create accounts online or using in game dialog, login/out, change profile info. The user can access this info online or in game. I will need user authentication and secure communication between server and client. I figure all info will be stored in a database but I dont know how it can be stored securely and accessed from webserver and game services. I would appreciate and links to tutorials, info or advice anyone could provide to get me started. Any programming language is fine but I plan to use c# on the server and c/c++ on devices. I would like to get started right away but I'm in no hurry to get it finished just yet. If you know of a service that already fits my requirements please let me know.

    Read the article

  • About online game servers and how to handle data

    - by TreantBG
    So my question isn't about what technology to use or how to do this or that, but a more general question. I'm currently developing a action third person shooter. With elements of RPG - weapon,armor upgrades and items. Players will be able to create new games or join old ones. So my question is how to create the game server that players will play in. I have two ideas on my mind. The player who made the game is the server. All data passes trough him and he send this data to the server updating the database of the players with their XP points kills/deaths score and other. Or my host machine is the server, the player who made the game just will open new instance on my host and will be like client. And all players send their input data to the host, the host updates the game and send response back to client for any new changes like where is the enemy and other. And if i choose option 1 is there a chance the host to change the game content and manipulate the game results? (I think there is but i'm not sure) And if i choose option 2 isn't that raising the response time and potentially the game lag? or maybe there is another option?

    Read the article

  • 3D space game development

    - by user1693061
    I want to develop a 3D game (sci-fi type with spaceships) which can be played on multiplayer mode and by multiplayer i mean around 10 players for start as it will be a personal testing project and mostly educational. I have been searching for some days about the available languages and engines but i am kinda confused. Since i have been learning Java for my 1st year in I.T university and i have pretty good understanding i thought i would go with the Java language and develop that game on an applet so it could be played on a browser. After going through an applet game tutorial i understood how graphics work on an applet. So.. 1st question: Could an applet carry the burden of a 3D game especially on multiplayer? My thinking: It's a space game so the graphics should not be such a big problem since it wont be that crowded with entities apart from ships, planets and some effects. If the java applet is not the way for my project i would't mind "developing it on desktop"(i mean not making it a browser game). 2nd question: Should i use Unity engine for my purpose(space game)? If not name other language/engine combo.

    Read the article

  • How does Game Salad compare with Cocos2D in terms of 2D game development?

    - by jih
    I want to make some 2d games for iOS. I first come across cocos2d and kobold but then wanted something more graphical for rapid prototyping. I then found Game Maker which doesn't support iOS but is fairly easy to learn and then found Game Salad which supports iOS as well as other platforms. I know this question has been ask before but I want to know in terms of the types of games I want to develop what an learning investment path would be best. The types of games genre I am interest are: Side scrollers Simple games like diamond dash or ninja fruits, shanghai, etc Old fashioned zelda or dragonquest type (nintendo fan here:-) 2d adventure RPG games (real time or turn based) Mystery turn based games like carmen sandiego, wizardry, myst etc. So now the question becomes for me becomes which game development environment should I invest my time in learning. Game Salad or cocos2d? To make that decision I was wondering if experienced game programmers and help with some pointers: It would seem game salad would be great for quickies being graphical but in terms of 2d platform games etc would there be speed/performance/feature penalties? Are there certain 2d games genre of the 4 above that Game salad is better at while certain type cocos2d would be better at?

    Read the article

< Previous Page | 15 16 17 18 19 20 21 22 23 24 25 26  | Next Page >