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176 Re: Development journal on Wed Jun 19, 2019 11:14 am
177 Re: Development journal on Thu Jun 20, 2019 10:38 am
178 Re: Development journal on Fri Jun 21, 2019 9:32 am
179 Re: Development journal on Sat Jun 22, 2019 1:52 pm
180 Re: Development journal on Sun Jun 23, 2019 3:46 pm
181 Re: Development journal on Mon Jun 24, 2019 1:17 pm
182 Re: Development journal on Tue Jun 25, 2019 1:41 pm
My goal is to make something different...how do you possibly do that though?
Well the answer is you can...but it's not even REMOTELY easy.
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183 Re: Development journal on Wed Jun 26, 2019 6:23 pm
it has the core elements of any FPS.
True? Yes and no.
While it is a great game(last time I played it was 14 months ago), it doesn't need to be over-copied by other FPSs. I use my own game modes even though I make TRPGs and ARPGs.
Game modes names don't have to be copied. 3D RPG exploration does not require beautiful greenery, great medieval architecture. You are better off making even a ... Mars RPG.
Also stealth games don't need to copy Solid Snake, Splinter Cell or Call of Duty - Ghost Recon.
You can always make a 2D stealth game with unique colors, a puzzle-stealth game or a Stealth game mode(the latter I haven't met once in my entire 24 years of gaming experience). And while military stealth games are far more attractive, you don't need to copy them in any way to make a good stealth game.
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184 Re: Development journal on Thu Jun 27, 2019 7:02 pm
185 Re: Development journal on Fri Jun 28, 2019 3:47 am
Basically I get my information from electronic books(like Amazon Kindle), Wikimedia Foundation and free PDFs.
I also like to make mini-programs(mini side projects) which enhance my system security, database handling, saving disk space, CPU optimization, important file backups(on the offline and online encryption systems).
-What I have tried:
I'm trying to make a Safe connection on the forum site as a standard SSL site lock. Which transfers a connection to https:\\ instead of unsecure http:\\
186 Re: Development journal on Fri Jun 28, 2019 4:13 am
1.Forum: storage, no ads, custom domain name, SSL HTMLS security certificate and copyright retention.
2.Game marketing research
187 Re: Development journal on Sun Jun 30, 2019 12:46 am
This doesn't just apply to games...I have to make like 2 more programs other the game executable to make it work properly. And 6 other sub-project programs to support the actual development process.
188 Re: Development journal on Mon Jul 01, 2019 4:51 am
There is a difference between learning to code and actual coding.
However, one can not go without the other. If you don't learn
new lessons/lectures from [internet or physical book]
sources/research sources, you don't have the capability to
improve/expand your code-base(code architecture
at 1000 lines of code or more).
Good example of the correlation between the two: learning is not
ever exactly easy. Elementary school, even pre-school come with
a certain degree of a challenge. Let me put it this way: school is
not easy and gets only harder with each educational level. There
are levels of difficulty and educational intensity when it
comes to educational institutions and their programmes.
So if you apply this intensity of learning to coding?
Learning to code, in other words, is just as difficult as actual
coding. You cannot make good code if you do not learn new
techniques and in some cases even programming languages.
Let me give you an example from real coding: You start learning
by how to make a program which just displays the text to the
console window, usually a short string of characters. You press a
key(in most cases Enter key) and the program ends. In two
months you have learnt new programming techniques, which
allows you to make programs of a lot or quite larger code bases.
But the learning doesn't stop here. This example is very
important as the more you make your program complex, the
bigger code-base it will have which leads to more expertise and
experience required. And when you finally reach total 1000
lines of code across all your files, you need code architecture
How does this to apply to my game development process? I
post here what I learnt, not only what I created, to have a log
of development processes and to give you the basic idea of
how the game will really look like without giving you tons of
information of how the game is going to work. This is important
as I it saves me time, and gives you a better idea of what the
game will look like.
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189 Re: Development journal on Mon Jul 01, 2019 7:14 pm
I know most of you, who read my posts, are not programmers, even
less chance C++ programmers, but I thought this would a good time
to explain how code base works. This is important to other members
of team who are instructed to collaborate with such programmers. I
believe this information is relevant to the gamers as well.
You design a code base by using:
- comments and applying their proper use
- code modularity
- combining procedural(using namespaces) and OOP paradigms
Here's a piece of advice for all Visual Studio IDE users and all
programming language users: try the Visual Assist Extension. If you
don't like extensions and don't want to risk having too many/any
extension use in your program, or if you don't have money to
purchase any of the given licenses; you can always just use the
30-day trial. After 30 days the extension is disabled.
It is basically a VS extension which enhances your productivity
and formats your code for more fonts.
What is most important about the VA extension is brings out what I
love about VS IDE the most: it is visual. You can more easily
build a code base if you can imagine it to a certain degree.
Another way to visualize your code is Lucid Chart: it is free
and there you can make class templates, program run-time
process and even correlation between coding modules.
So if you apply a good code base design to my game, it will run
faster, use less computer resources and the executable will be
How does this relate to the game? Well I started working on the
menu system years ago, but somehow it's hard to make a menu
system which is different than others. This is one of the game
elements which has to be different from other games. You
just can't take a menu system from another game and then copy
it to yours.
Also you can't clone it from other games, as in steal the design
because if it is a popular game you cloned from, someone will
very soon notice it. Furthermore, what regards menus, you just
can't have 100% same game modes as another game; which
relates to menus as having game modes in them.
I tried to do it, but failed every time. First, your game modes
won't be 100% as the other game you're cloning from, so you'll
have to make unnecessary effort to be more innovative in this
area. On the second note, game modes are not exactly always
set in the main menu(e.g. "Campaign", "Skirmish", etc.). There
are game mods, general game settings, mode settings and
even mod settings(what regards mod building). Which makes
things a lot more complicated.
So in my case, I'll have to refactor the code many (more) times
to make the game menu excel, which means making a code
based which one of the important modules(elements) is menu
system, is very complex as opposed to first designing a menu
system once and deciding not to change it and then
documenting the menu system. The later works, but it is
very unoriginal in most cases, and I don't like it as is, in my
opinion, almost contrary to the TDD or test-driven development,
which means you test the programs of your code by breaking
the game and its code into smaller chunks and testing it.
In the next few articles, I'll explain code architecture and
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190 Re: Development journal on Wed Jul 03, 2019 12:33 pm
A good modularity is a pre-requisite to a good code base, which is
a basis of making a code architecture . Basic idea of any
type of modularity is to make smaller components and units
by breaking a larger structure into chunks.
In case of code modularity, you have to be sure to define the
smallest unit, and make a component-level structure/tree(like in
Lucid Chart). Code modularity means:
- breaking large amounts of code into smaller source
and header files
- making lots of inline functions
- using object files(1 source file and 1 header file per
- using comments wisely
- preferring composition for objects(more than inheritance
- use tests
In 1.7.2019 - Learning versus coding article, I described
how workload-intensity increases with complexity, and can be
reduced with use of code and design tests.
Also an earlier unnamed article:
Why is larger code harder to maintain and update(not to
mention build upon)?
Because even testing, which makes coding more focused,
is in this case needing hundreds of tests total before a
very large program(in this case a game) can be completed.
And coding techniques are not even the beginning on it.
You also have to be productive, focused, well
time-managing, cooperating with your team, collaborating
with your team(which means using collaboration tool) so just
learning coding techniques won't do you much good.
Other types of modularity include:
- article modularity: by making short- to middle-
sized articles, connected between each other
- game design modularity: make multiple
design documentation files, not just one
GDD(game-design document), as in level design,
story, quests, world design, game-play design, and so on
Modularity, in other words also connects the modules.
There are many component hierarchy levels, but you
should define what a module represents: the
smallest building block unit, the component
hierarchy and and the structure base.
There can also be multiple structures, like multiple
projects in a single solution(Visual Studio IDE), but
the solution is still the base of projects.
My advice here is to combine multiple structures into
one archetype structure and all the sub-structures
should have the same smallest unit building block. Also
don't have more than 10 levels of structure hierarchy.
Code modularity directly affects the code base design, and is
based on upon using making tests, and after a test is successful
deleting the test code.
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191 Re: Development journal on Thu Jul 04, 2019 7:44 pm
Code architecture design is an expanded concept of code base
design. The best way to differ in between is to remember the
first represents code of approximately 1000 lines or more, while
the second less than 1000.
They are technically the same thing though. They are both a part
of code structure design.
Code architecture requires much more skill in terms of code
To apply a good code architecture, you have to:
- have a very good game design documentation
- use abstraction
- have source files of max 300 lines
TDD and Code modularity
You can break great code with a huge amount of lines into
modules. A code structure would look like: smallest building
block is unit, which consist a module, which make
a component, which are under the actual project
structure. Test-Driven Development(or TDD) is different from
code modularity by:
- a test represents a smaller building block than a
code unit, but tests are temporary code which has
to be cleaned-up after it is successful
- tests improve code modularity but are
not actual code units
General piece of advice: make notes as of what you
have learnt by a certain test, as you delete all its code.
Modularity is based on the word module. A module is either a
medium-size building block, but the word module can actually
mean a code building block, hence the name modularity
- it basically means breaking a structure into more
manageable building blocks.
This is personal preference, but here is a good guideline,
how much code building blocks and tests should include:
- test: 45 lines
- unit: 50 lines
- module: 100 lines
- component: 200 lines
Database organization and management
Code architecture includes having a clear connection
between the code and databases and/or resources.
The point here would be how to manage servers,
mods, enemies, etc.
It is very hard to solve any problem without breaking it down
into chunks. These are not code building blocks, but making any
kind of a complex problem manageable by breaking them into
This is the the difference between chunks and modules:
- chunks are building blocks of a problem
- modules are building blocks of a structure
- module in our case means my way of defining
a code structure, in this case a medium-sized building
Compare the titles "Building Architect" and "Lead Builder".
A lead builder is a seasoned builder, controlling the building
process and is invaluable in the help to others.
An architect actually designs the house, so this is a lot
harder than just building it.
Then on the other hand, one builder can construct a
house without architecture. I talk from experience as
my father is a Master Builder and has built a
4-apartment house without an architect.
But regardless lead builders are great leaders,
large complexes can't be built without architecture.
So if we take this example back to to code architecture.
A good team of programmers will seek the help
of a Senior Programmer or a Lead Programmer,
even breaking greatly a 1000 lines mark without
the need of architecture. But without it, when the numbers
go beyond 1 million, the code will become
confusing, hard to manage and take a lot of time
Just as a building complex can collapse without building
architecture, the development process can collapse too.
Code architecture is not an easy concept. But no matter
how large programs you are making you should
understand it: a good code requires a good code structure.
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192 Re: Development journal on Fri Jul 05, 2019 4:12 am
Having a good game design is sometimes argued which is better
of game-play and graphics, some even say they are equally
important. While I have long ago started not joining such
pointless conversations, I think there is some common ground.
It is not exactly design vs. visuals, which is basically means
game-play vs. graphics, but design-intensive vs.
Note visual-intensive is not the same as visual which means
as Visual Studio IDE and extensions which bring out more the
visual part out of the program.
Design-intensive is emphasis on game-design and game
Visually-intensive focuses on visual effects on the screen,
focusing on, e.g. intense action, electrical guitar music, amount
of visual effects, variety, 3-dimensional puzzles.
I came to the understanding the concept of visually-intensive
games after studying lucid dreams for years. They are special
kind of dreams if you a realize in the dream you are dreaming.
As dreams are pure imagination, you can fly, freeze other
You induce a lucid dream by subconsciousness mantras,
visualizing the dreams; in other in the middle of the dream
or when you fall asleep.
What I don't like about lucid dreams is when other people
describe them, in forms of eating super-organic fruit by having
superhuman senses, breathing underwater, jumping without
parachutes,... what is common to all the best dreams they have
is they are all just visually-intensive.
I never liked sex dreams as they are way too emotionally
evolving and you awake after max. 10 seconds since you
Personally I don't need superhuman speed while running to
have fun doing it. I don't need to talk to my subconsciousness
as a character because I'm already quite spiritual. Most
importantly, I don't need a lucid dream to play a video
I prefer design-intensive approach, for game-development or
even when it comes to lucid dreams. Which is why I couldn't
finish the lucidity programs "Infinity" and "Paradiso" (which
can't be found anymore, as the authors have deleted them).
LD4all Lucid Dreams Forums
Design-intensive approach means just making a thrilling
design: awesome story and epic quests. Thrill can
contain horror(scare factor), action, lots at stake, cool weapons
(from the tactical view, not in form of mass destruction).
If you want to, try both approaches, see which works better
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193 Re: Development journal on Sat Jul 06, 2019 6:39 am
There is a difference between visual and visuality:
Visual Studio IDE is not visual, but has "visuality". This means you
there are tools in the program which help you partly visualize the
Having extensions takes RAM and some are bad for collaboration.
As they have to be manually ported, to other members, unlike
IntelliCode and Visual Assist are essential additions though:
- IntelliCode improves IntelliSense and productivity with AI
- Visual Assist formats your code (font), but is
Not everyone has the same taste, but my point is download/buy
extensions which are independent, as in they work even if other
team-members don't have them which means they won't hinder
development process; and ones which upgrade IDE
(both extensions I mentioned are such, also Visual Studio Spell Checker,
which checks spelling of comments, strings and .txt files).
Visual Studio Marketplace
194 Re: Development journal on Sun Jul 07, 2019 7:03 pm
In games and game-programming, nodes are very closely related
to the code/game-design modularity. A node means a
self-operating module on a linked list.
In a game this would be a node-conquering in Onslaught mode of
Unreal Tournament 2004. You capture the nodes between two
bases, where the two teams fight for linked nodes. By conquering
a node you can spawn closer to the other base. When having
conquered the entire link to the opponent's base, you can attack
In game development, having nodes as a part of the game design,
can reduce the programmers' workload.
A node is not just a way to design a game, like having nodes
for a game challenge / game mode. operates independently It
doesn't need information passed from other nodes: in Unreal
Tournament 2k4 nodes on the map don't need information from
While as they are modules they exchange information between
each-other, which is valuable to them. But a node contains
information without the help of other nodes.
In Unreal Tournament, a node contains information about:
- which team has it, or if it is neutral
- same for other
While this means duplicate data, it is far more responsive. The
node are independent of each other, so instead of having each
node have all connections of connecting nodes linked other
This slightly improves the lines of code of a linked list iterating
algorithm and also improves its performance.
In my code, I (will) use nodes for connecting code modules, like
inter-connecting data; or linked lists in other words.
195 Re: Development journal on Mon Jul 08, 2019 2:18 am
There are various arguments of why graphics are more important
than game-play and vice-versa. This further complicates things in
- how do you implement text-graphics?
- which is more important: game-play or text-graphics
In particularly the more important of the two on the list is the second:
when it comes to 2-dimensional graphics, especially,
3-dimensional graphics, you can claim your opinion to be graphics
being more important.
But what about text-graphics? These are 2-dimensional, but they
don't consist of bitmaps, animations, pixels, etc. They are made
of graphical text, in my preference same font style and background
color across the entire game, but different font-colors.
So if you try to compare game-play and text-graphics, which could
be better? Good game-play or text-based graphics?
What I refer to, what regards actual 2-dimensional and
3-dimensional graphics, you can decide you like graphics more as
they are very visual.
Text-based games, on the other hand, however are composed of
My opinion is I like game-play more than graphics, but when it
comes to comparing game-play and characters-based graphics,
I can't say I prefer one over the other.
196 Re: Development journal on Tue Jul 09, 2019 2:30 am
Game mods or modifications are common in the of newer games
(from 2000s). They expand the game's variety and are mostly
done by modification communities, which here implies users.
What I like the most about games which use modification is
it gives a player of the game an opportunity to be creative.
Well-designed modification systems can have a positive
influence to people who like to modify games.
I have absolutely nothing against free DLC (downloadable
content), modifications can also be an extension of trying
to make at least semi-frequent content.
A game which uses an unlimited amount of the user content
to be stored in the game's content server, but uses a limited
amount of player-made content makes no sense to me.
I like modifications because you have to only apply several
at the same time in most cases, which doesn't hinder the game
A good modification system is one which is decently done;
because even small modifications to the game or it's content
can greatly improve the quality of the experience.
197 Re: Development journal on Wed Jul 10, 2019 9:34 am
A cool challenge is to make a level out of text-characters only.
These can be grids, character-only maps and text-only
(e.g. select the one of the options).
Grid sizes can be custom: grids can be static like 20x20 tiles
maximum. Dynamic grids can be those of higher dimensions.
In the former you just move on preset grid, there are multiple
types of tiles.
In the later, however the character stays in the middle of
grid(which has to be of equal length and width, and it has to be
even, so the player tile stays in the middle of the exact middle).
A dynamic text-based grid shows the player's current
surroundings while the actual grid can be 100x100, which
means 10000 tiles.
A design of a level would include:
a correlation with the basic and executive design documents.
This means you have to actually list all the other related
When it comes to the level design of text-only levels, it can be
a bit hard to describe which characters belong to a certain tile
position, even if you have a separate design file which
explains how the characters are used for which part of the
game; user interface outline and font/back-ground colors.
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198 Re: Development journal on Sat Jul 13, 2019 8:03 am
A much more advanced concept based on text-based level
maps or text-characters-only levels is making a text-based
Like I've mentioned in the last article, there are multiple ways to
make a game level out of text-characters.
The ones who suit making text-based worlds the best are
dynamic-grids and connected maps.
It is also important to note such worlds have be made with
equal care as actual 3-d modeled ones in MMORPGs.
A good technique to do it is to just simply connect some of your
best levels and try to connect them to the world design.
199 Re: Development journal on Mon Jul 15, 2019 1:55 am
A manager should control the game project to be:
- sticking to the genre
- the game should be teaching/fun/not too hard
- audience target: difficulty, languages, genre
Temporarily scaling down a game design cuts a huge,
complex project into a manageable version (like 1.0 or at
least first pre-alpha/alpha/beta; depends where in which
phase the project is).
Sticking to the genre and emphasizing the focus on the
main point of the game cuts months of unproductive work.
The game difficulty should be reasonable. While more
experienced players obviously choose harder difficulties, there
should be a hyper-casual -like one as well.
The target audience should be well-defined:
Collaboration and communication should be
encouraged in the team.
A good manager plays a vital role in a game project, same
goes for lead programmers and senior members.
200 Re: Development journal on Wed Nov 13, 2019 5:49 pm
I'm trying to get some team-members, and finding
ways to get testers when the game is playable again.
Also I'm trying to figure out the RPG/MMORPG ratio
I have in the game. The game will have a multiplayer,
but most probably, it will be coop with up to 4 players
and competitive 2-10 players.
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