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We dont need you to tell us it is impossible, stop trolling and go get a life. Discouragement does absolutely nothing to help.
Quote:
Originally Posted by Dralnu
Ok, apparently I need to restate something I said elsewhere:
If you do not have any helpful advice, and offer only negative comments, to be very blunt:
Shut up.
If you don't like it, then you have no need to post here. Anything else will just be trolling.
Got it?
Haha, that's the spirit. Just keep that fire throughout the next 7 years and you can get a 0.3 release out Make sure to let me know when the beta is all ready, GOT IT?! :P
Can you all please take some timeout and calm down so that this thread can be salvaged and stays on topic without any discouragement or flaming. Cheers.
Can you all please take some timeout and calm down so that this thread can be salvaged and stays on topic without any discouragement or flaming. Cheers.
The only thing I think your going wrong on is that you are trying to account/plan for everything from the start. I'd receive an F if I did that in my Software Eng. class. I think what you should focus on instead, and what you and other's have mentioned, is developing a core that doesn't have to assume anything about the game itself. Your design phase, right now, shouldn't be about battles and pool tables, but rather about how you can design a pluggable core for any game to be built on.
I started making something like that a year or so ago in C++, where each subsystem (Graphics, Input, Game, etc..) was pluggable. The core just acted, essentially, as a message broker for the subsystems. Each subsystem had optional and required dependencies, and each subsystem also doubled as a message broker for its own subsystems. It was cool, but I never got too far... If you guys are interested, I can start working on it again, see how it turns out.
The only thing I think your going wrong on is that you are trying to account/plan for everything from the start. I'd receive an F if I did that in my Software Eng. class. I think what you should focus on instead, and what you and other's have mentioned, is developing a core that doesn't have to assume anything about the game itself. Your design phase, right now, shouldn't be about battles and pool tables, but rather about how you can design a pluggable core for any game to be built on.
I started making something like that a year or so ago in C++, where each subsystem (Graphics, Input, Game, etc..) was pluggable. The core just acted, essentially, as a message broker for the subsystems. Each subsystem had optional and required dependencies, and each subsystem also doubled as a message broker for its own subsystems. It was cool, but I never got too far... If you guys are interested, I can start working on it again, see how it turns out.
In game design, you need an idea on what all you plan on doing to help avoid problems in the future. Once you get a general idea, then focus on where to start. Thats the way I know works. I've seen what happens for not planning ahead (look at the Smaug 1.4a codebase, and look over a few forums and patches to make it usable for extended periods of time. You'll see why I say this)
Plugable, yes. That would be preferable to a single core (I think we'll use a central physics engine, and then plug in the rest) system, also because you could set up a system to handle crashes better (so oyu don't kill the whole game at once because someone wore something that didn't play right).
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