Two Heads Better Than One

This is a discussion on Two Heads Better Than One within the Game Programming forums, part of the General Programming Boards category; I thought it would be a good idea to start a project with a few other programmers, maybe a longish ...

  1. #1
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    Two Heads Better Than One

    I thought it would be a good idea to start a project with a few
    other programmers, maybe a longish (by long I mean short,
    say, 1,000 lines or so) game. I figure two or three people
    working on a long (to me anyway) game would go a bit faster
    and I thought I'd have more fun with it anyway. But I'm not
    too skilled at programming yet. I am on my way to working with
    windows but still restricted to console programming. I would like
    some people to work with that aren't way above my head.
    No graphics, sound, or windows, anything like that. I was thinking a Text Based RPG, or something. And of course only
    in C++, not C. Just email me at DeathKnight67675@aol.com if you want to help
    start a project, make sure also to include your email adress.





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    Dae
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    Good to see some realistic game goals to start with. Its the first topic I've seen personally like this, and I like it.

    Just one comment I'd like to make is think more OOP and you'll get more knowledge out of your game. Most games I see in the game source topic are just a few long functions, main, a lot of cout's, way too many if statements, a lot of global variables (the devil), and usually no classes. I really don't see what this accomplishes because all you have done is copy, and then pasted tutorial #2 about 10 times. I'd think about reusability; maybe predefining all speech somewhere (categorized maybe so you can give NPC's random speech, without a hell of a lot of if statements), and possibly add personality to choose speech; a random map generator for wild zones, say 50x50 (# for rock, $ for tree, etc), and add coords; encapsulate person, derive npc, monster and player from that, so npc could do anything your player does if you chose it to; think about seperating all these classes than you can USE (engine) from code actually using them (scripts).

    Theres a lot more I'd say, but the ideas obvious.. you'll learn more if you try putting logic into your game.
    Warning: Have doubt in anything I post.

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    Thanks for the ideas... I suppose you wouldn't want to start a project with a newbie
    like me would you?
    Last edited by Dagger; 02-02-2006 at 05:20 PM.

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    Text based rpgs are good, the problem is when you mix two heads you end up with very... strange code. So you end up having to co-ordinant who does what how :P.

    So, it might be a good idea to make a standard for your project, like "Dont have 300 if's in one function, only use strings no char arrays, short > int unless you need more room, use doubles no floats, if you're going to add a class, comment on it! In fact, COMMENT!" < Thats not to bad of a standard, though it's going to end up restricting a bit much :P. It really depends on the project.

    Mmm, why 50x50 dae? That would not fit well into an 80 (or is it 81?)x25 console window -,-. Unless it was a scrolling map.

    Oooh and one question, What is your OS/Compiler cause thats important when you try to organize a team.

    Good luck .
    Code:
    Error W8057 C:\\Life.cpp: Invalid number of arguments in function run(Brain *)

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    Okay first of all Your absolutely right, Blackroot, it will be hard to integerate code by two people. That's why I was thinking about laying the groundwork first. Like, okay you write the map generater, I'll design the monsters. What, you want the monsters? Fine. I'll make the maps. That kind of thing. And with the whole program, before we even start writing code...

    My OS: Windows ME

    My Compiler: Dev-C++ 4.9.8.0
    Last edited by Dagger; 02-02-2006 at 05:11 PM.

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    With OOP, framework is easy. I strongly suggest you make a class for each element such as map, monster, weapon, etc. This style of programming makes your code very flexible, and will help get rid of frustrations if you're working in a team.

    EDIT
    BTW Blackroot, short isn't really > int.

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    I have thought of classes for weapons and monsters, armor,
    and... okay that's it. I never thought about a class for a map...
    NICE IDEA! Thank you... I was thinking a lot of random events
    never repeating themselves, but maps, just maybe are a good idea, and a class would simplify them. That should prove USEFUL.

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    Quote Originally Posted by MadCow257
    EDIT
    BTW Blackroot, short isn't really > int.
    I know, its half the memory but can hold less :P. Anyways, that was an example -,-.

    Random events are harsh if you want them to never repeat, its basicaly impossible, its impossible if the user plays long enough anways.

    Mmmm a new genere (that spelt correctly?) of console games would be fun, why's it have to be an RPG? Mmm their are lots of other thing you can do with a console. Though, everyone seems to adcance to 2d when they are able to make them :P. But then again, RPG's are all context so they're different everytime :P.
    Last edited by Blackroot; 02-02-2006 at 05:29 PM.
    Code:
    Error W8057 C:\\Life.cpp: Invalid number of arguments in function run(Brain *)

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    So... Would anyone like to ACTUALLY START laying crap out, or maybe... Well nevermind.
    But RPGs are my favorite. You can't do one in 2d anyway... But they're much more complex,
    than most other console games anyway. It appears that you guys
    have a good store of ideas, can we get started with laying things out, tossing more definite ideas, you know, START the project.
    I wanted help too, not JUST suggestions...


    Also I seem not to be able to post attachments, I was going to attach a game to demonstrate my skill level. If anyone could help with this.
    Last edited by Dagger; 02-02-2006 at 11:22 PM.

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    Dae
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    Quote Originally Posted by Blackroot
    Text based rpgs are good, the problem is when you mix two heads you end up with very... strange code. So you end up having to co-ordinant who does what how :P.

    Mmm, why 50x50 dae? That would not fit well into an 80 (or is it 81?)x25 console window -,-. Unless it was a scrolling map.
    I assume you've attempted making text based rpgs with two heads before, Blackroot, instead of taking a wild guess that it would be strange? Honestly, I think I've seen solo people give a lot of very strange code for text based games anyhow.

    50x50 was an simply an example, which could work in msdos btw.
    Last edited by Dae; 02-03-2006 at 12:52 PM.
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    chococoder
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    Start designing a good program architecture and design document. UML works well for that.

    Some use cases, translate into functional specs, etc. etc.

    Yes it sounds boring, you're weeks without coding, but your code will be better in the end and flow more freely from your brain when you know how it actually all works together.

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    Sounds interesting...

    My AIM name is CartoonFilmmaker
    Feel free to IM me if you see me online.

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    Quote Originally Posted by jwenting
    Yes it sounds boring, you're weeks without coding,
    I, as you can tell am rather eager to begin the new project -- and delaying it for weeks... Idono. Thanks for the thought though.

    And at the risk of sounding like I don't know what I'm talking about (and I don't), WHAT WERE YOU TALKING ABOUT???

    I thought I poasted my OS and COMPILER yesterday, seeing
    how I can't find where I posted it, Here it is again:

    OS: WINDOWS ME
    COMPILER: Dev-C++ 4.9.8.0
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    Last edited by Dagger; 02-03-2006 at 01:49 PM.

  14. #14
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    OS and compiler at this stage are irrelevant.
    Unless and until you have a sound design, have all the specs and stuff written down, know what you're actually going to make (a storyboard, etc.), you're going nowhere.

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    Quote Originally Posted by Dagger
    OS: WINDOWS ME
    COMPILER: Dev-C++ 4.9.8.0
    Out of curiosity, why not use Dev-C++ 4.9.9.2 instead? It is the most up to date and as far as I know doesn't have any bugs that can't be fixed by a dev pack or 2.

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