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Messages - Angry Lawyer

Pages: 1 [2] 3 4 ... 7
16
DF General Discussion / Re: Why is the development so slow?
« on: August 27, 2008, 02:23:38 am »
In the free game/mod community, there seems to be some sort of "I deserve this" mentality in a lot of fans.  "Why isn't this done yet?", "You should release now, you owe it to your fans", "If you don't add this feature you're betraying your fans because they're the reason this game exists".

Freeware development is hell.

-Angry Lawyer

17
DF General Discussion / Re: 3rd Party World Gen Editor - Question
« on: August 24, 2008, 03:58:51 pm »
I have considered writing a "The music you love the game you play" height map generator. By selecting mp3s with music you like the world is generatad using that music as parameters, the down side is that you need to listen to the entire song before it's done. to avoid a identical design from left to right over the entire map, i will parse left and right channel seperatly (in stereo) to effect y passed data from L and x based data from R. This is till mostly a theory since other tasks take my time.

What i would like from a map editor is a in game editor. That is actual fortress editor that is quick and easy to use.

Or even more wacky, a program that generates procedural music based on your current world.

-Angry Lawyer

18
DF General Discussion / Re: Toady One's Influences/Ideas......
« on: August 23, 2008, 02:10:37 pm »
Last I heard, a large amount of ideas are sources from awful, awful fantasy b-movies that Toady and ThreeToe have watched over the years.

-Angry Lawyer

19
DF General Discussion / Re: General game development processes
« on: August 21, 2008, 11:43:12 am »
I guess it's a difference in values.  On the one hand, quick development but difficult to maintain code.  On the other hand, time spent making sure things are done properly means you won't get your game done nearly as quick, but you'll be able to extend it easily, and reuse the components.

-Angry Lawyer

20
DF General Discussion / Re: General game development processes
« on: August 21, 2008, 08:10:26 am »
Well, you'd code it in a seperate prototype project, generally.  Don't implement test ideas in your actual game until you've actually checked they work.

-Angry Lawyer

21
DF General Discussion / Re: General game development processes
« on: August 21, 2008, 07:49:52 am »
Ah, but an important thing to learn is planning ahead.  Coding isn't just writing code - it's working out how code will change over time.  Knowing how to set up a system that's going to be able to have new stuff added without falling to pieces is arguably more important than working out how to get SDL to draw a peasant to the screen.

-Angry Lawyer

22
DF General Discussion / Re: General game development processes
« on: August 21, 2008, 06:53:21 am »
Problem with coding without planning - you end up with really, really unmaintainable code.  After a certain point, adding a new type of enemy will be nearly impossible, as you didn't plan ahead enough to create a general enemy class that others are derived from, and stuff.

-Angry Lawyer

23
DF General Discussion / Re: General game development processes
« on: August 21, 2008, 04:30:25 am »
And make one segment work perfectly before moveing on.
In a room based design that would be, make one room as perfect as you can before starting working on the next room, that makes sure that you most probably will catch all small bugs and stuff early instead of having 125 rooms you need to change. It all so makes sure you maybe got a few really good rooms then 200 bad ones.

Better yet, make sure rooms themselves work, and that you can travel between them and that you can open doors between them and the game doesn't crash when you hop whie facing the east wall.

-Angry Lawyer

24
DF General Discussion / Re: General game development processes
« on: August 20, 2008, 09:22:07 am »
Beware of scope creep.  Write out what you want the game to do, in some pretty hefty detail, and divide it into stages of importance - get the groundwork done first.  Resist the temptation to add supercool features you didn't plan until your planned stuff is done, otherwise it becomes a mess.

-Angry Lawyer

25
I don't think there are easily accessible maps, but I've heard the term before, waaaay back in my GCSEs.

New version should be up this week, with map preview and other fun stuff.

-Angry Lawyer

26
DF General Discussion / Re: Programmers
« on: August 16, 2008, 05:51:40 am »
But then you'd get the "Why" issue.  Why would a program that imports heightmaps need to communicate with one that simplifies sticking bodyparts together?

-Angry Lawyer

27
DF General Discussion / Re: Programmers
« on: August 16, 2008, 04:55:56 am »
We'd all strangle each other over commenting styles.

-Angry Lawyer

28
DF General Discussion / Re: Programmers
« on: August 16, 2008, 04:42:22 am »
C++, Java, C# are my main languages, and C++ is my strongest skillset.

I can write VB.NET too, due to the .NET framework being so standardised, but it takes a wnile for my brain to get into the right syntax mode.

I also could probably write classic BASIC if I had to.  Used to love that language as a kid.

-Angry Lawyer

29
My big issue is how to represent things graphically.  Heights are easy enough to do - anything below 100 is sea, and anything above 299 is mountain, so they can be colour coded.  Rainfall has brackets that cause forests to grow, and drainage has ones to make swamps form.  Temperature splits into Freezing, cold and the like - but how does one colour-code volcanicity?  Does anyone know what the volcanicity of a tile has to be to guarantee a volcano?  And savagery - how savage does a tile have to be before it's unsettleable?

-Angry Lawyer

30
In the next version:

Preview imported maps before committing!

Spoiler (click to show/hide)

Spoiler (click to show/hide)

-Angry Lawyer

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