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[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index] Re: QOTW
On Wed, 12 Jan 2000, Corrinne Yu wrote: > Keep it simple. > The "funnest" game is the game you can keep improving to make more fun. > If you code a simple project, even if initially dull as dud, you can start > interacting and start improving. > If you start on a too ambitious project that takes a long time to get > interactive, you may have wasted a lot of coding time before knowing whether > it is fun. To play devil's advocate a bit (and to validate my current project), I would say doing evolutionary design on a project is also fun. I am currently designing/writing a multiplayer building[1] game, basically a multiplayer version of Knights and Merchants[2]. It is fun to solve the difficult problems that come up. Good algorithms for maintaining cached data, not spamming every client with every map change every frame, managing many NPCs. Coming up with activities for the players _other_ than fighting. (for potential job recruiters, I do have a completed game also) -- Marc Hernandez [1] The world needs more exploratory/building games. I have too many ideas... [2] Like settlers or a bit like Ceaser III/Pharoah. Very very little like sim city. ================================================================= The GameProgrammer.Com mailing list is for the open discussion of any topic related to the art, science, and business of programming games. This list is especially tolerant of beginners. We were all beginners once To SUBSCRIBE or UNSUBSCRIBE please visit: http://gameprogrammer.com/mailinglist.html
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