Hi Thomas,
You can do a more generic function for player movement. For example, I use the following function in my player class:
bool move(int relative_x, int relative_y, bool running, bool jumping)
So for my player to walk sidewards one step to the right I write:
you.move(1, 0, false, false)
For my player to jump backwards I write:
you.move(0,-1,false,true)
The move function takes care of all boundaries and timer actions and returns true if my player moved and false if not. It's a good way of doing it in my opinion instead of having different functions for sidescrollers and 3d, etc. As long as I define my x and y boundaries I don't have a problem. If I ever knew how to make a turn function and simulate it in audio I would only have one turn function for both directions probably.
So instead of fifteen movement functions, I would only have two.
Everyone has their own development preferences, but I do think that would boost performance a little.
If you have any comments about it I'm always interested.
Regards,
Damien.




----- Original Message ----- From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Tuesday, February 01, 2011 2:02 PM
Subject: Re: [Audyssey] Game Creation Tools


Hi Richard,

Oh, definitely. I have put a lot of thought into this and I came to
the same general conclusions as you. AGM's problem was that it
couldn't create a racing game, side-scroller, first-person game, etc
because all of the functionality was too generic for that. However, if
there was an editor for side-scrollers, one for first-person shooters,
another for racing, etc it would go a long way to solving that basic
problem.

I know from my own personal experience that writing a side-scroller is
totally different from writing a first-person game. I have two
completely different sets of functions in the game engine for
side-scrollers and first-person. In the first-person catagory I have
PlayerRunForward(), PlayerStepFoward(), PlayerStepBackward(),
PlayerStepLeft(), PlayerStepRight(), PlayerTurnLeft(),
PlayerTurnRight(), etc. For side-scrollers I have PlayerRunLeft(),
PlayerRunRight(), PlayerWalkLeft(), and PlayerWalkRight().This
difference in functionality pretty much demands some sort of custom
tool for each type of game.

On 2/1/11, Richard @ AudioGames <rich...@audiogames.net> wrote:

Hi Thomas (and all),

You're absolutely right about the problems with the AGM-project you
describe. I applaud your persuit for the development of a new
audio game creation tool. I'd really like to see more tools because I want
to have more audio games (I follow all threads about
tools on this list silently but with great interest :-)
I learned many things from the AGM project (such as dealing with time
restrictions, burned-down offices, ambitious interns, etc. :-)
but what is probably most useful to share is more about the design of
generic game design tools:

I've always thought that if I were to do the AGM-project again, that I would
*first* constrain myself to a game design tool for one
specific game genre. So for instance a tool for an audio race game, or a
tool for an audio platform game, etc. Initially we had
considered this option, but we abandoned it because we thought of the idea
too much as mere level editors (with which one could not
design a innovative/original game with) and because we thought there would
be so much overlap between the level editors (score
systems, enemies, etc.) that we could pull off a generic game design tool
with a little bit more effort.
In the end we found that the generic approach made it a whole lot harder to
even make a very simple racing game, or a simple shooter
game. With a lot more time (let's say 1,5 years) we could have probably
managed to make a decent working generic version, with a
better user interface (even though this one was supposed to be as simple as
possible, it is still quite complex when you start). But
I think that we probably would have added templates for certain game genres
anyway - just to make the design more simple.

I think that if you start with an audio game design tool for one specific
genre (let's say a shooter or a racer or a board game),
that that in itsself is already a big enough challenge. Most likely
something like an Audio Race Game Maker will feature an
incredible amount of variables and functionalities. This not only means that
an Audio Race Game Maker is a big thing to develop, but
when you achieve it, you have probably learned a great deal about how to
create a more generic game development tool as well.
I think that you might find that even with a single-genre tool many people
will create a whole range of fun racing games and will
very soon try to use it for stuff other than racing games. Then gradually
you can add a new feature (open terrain instead of a fixed
track, or damage variable, so that vehicles can get damaged), and another
one (pickups, or a weapon to shoot another car) and quite
soon people will exchange the car engine sound for footsteps and you have
the initials of a basic FPS. And you can have it grow from
there on.

On a side note: this is actually how our project Extant
(http://creativehero.es/Extant) is now slowly changing from a first-person shooter environment into an environment (in Unity) which allows us to create
multiple types of games because we got all types of
building blocks that work together: moving around a 3D space (x,y,z),
different avatars (person, vehicle, etc.), enemies, shooting,
pickups, buildings, etc.

So my point is: start small, try not to create a generic tool for all game
genres, but start with a tool for a single genre and
build it out from there. Maybe first build three single genre tools and then
make a generic version out of the three of them.

Best regards,

Richard

http://audiogames.net

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