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direct x coding

Direct x coding The point with painting and drawing with direct x 12, is to try to make a solid points fence, then work with the stack and the heap. And after that, you can try making a window handle. void use_handle(HANDLE* point); This will register a standard windows 11 window to the operating system files and central processing unit. A point variable here is a pointer to one of the main handles in the drawing system files. This calls the windows handle hotkey registry, and registers the start of the painting to the screen or monitor process. A window in windows operating system is either a button element, a sized or full screen window of a module. This makes a together a system of modules, which consists the operating system. Keep in mind, directx 12 is portable to Linux and Mac operating systems. use_handle((0,1,0,0,0)); paint("circle"); initialize("direct 3d"); use_handle("memory_call"); Before you can make a blank window, you have to first to initia...
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Game development is hard (part 3)

Even though game development is always fun and exciting, it can also feel very  frustrating. It takes a lot of time to put in, a lot of effort, pacing team work, brilliant ideas of productivity from the team, innovation, cleverness, and more than everything, being prepared to put in a lot of hard work and work hard. This is of course from one perspective very fun and interesting as well, but it also causes tons of frustration. And just like fun and excitement are emotions, so are frustration, pain and deadlines fear, which all are included in game making and development. A good way to try and start overcoming that would be graph team meetings. Working on a single company graph, like game math division, and try make a discussion on how to improve the business, employer's assignments, team work, and most importantly planning. Real learning c++ and gaining experience on it does not come from learning tutorials, forums and books. But applying what is read, by practing coding and build...

What does a good game consist of? (part 41)

Elements Elements of an object or a subject can be hard to understand, because they are well related to the chemical periodic system of elements. Same goes for elements in a video game. Just like real world physics and real world graphics can be made in a video game, so can be real world chemistry. This includes xenon, titanium, radioactive platinum, sicilium, carbon, dirt water, oxygen, hydrogeneric, helium, ether, nitrogen, sodium and magnesium. If you combine dirt water, hydrogen and ether, you get internet potential water. Obviously you wouldn't need that substance in a video game virtual world, but it is possibly required in some genres and game types, such as racing games that have illegal driving chase helicopter interpol internet patrols. Internet patrols basically work like store security surveillance. The video records are then sent to (military) police personal system criminal records facility. To make the helicopter surveillance, you would need to apply internet potenti...

What does a good game consist of? (part 40)

Challenge Challenge is one of the key components of a good game. As far as that may sound motivating to you as a developer and a player, in reality it's a lot harder to implement than said, and also hard to beat, while playing. But that of course shouldn't stop you from trying to achieve both anyway. One way to make a game more challenging is to increase the statistics of AI opponents. Challenge sheet tier 1: bear hit points               100 tactics                      10 attack                        10 damage                   1 defense                   5 intelligence         1 strategy                   1 swimming    ...

What does a good game consist of? (part 39)

Stealth tools Splinter Cell games got really good way of performing tools. The more moves and techniques you know, the more likely you'll beat the level. Examples are night vision, third person camera look behind walls, triple beam laser, full legs stretch(far above the ground). You have to keep in mind that tools here also implies anything than else than weapons, as in various toolkits of all types. Like pistol silencer, camping shovel(to make a stealth camp), food, water and other needs for survival. It is possible  to get creative and make outstanding and unique, when it comes to the kind of tools your games uses. Also keep in mind 2 dimensional games use stealth to. How to devise a stealth tool? Here is a good example: if you are making a first person shooter stealth game, you can try cloak modules, that consist a camoflague cloak. There is one thing you have to keep in mind though, the actual cloak structure and what kind of a cloak you use. In other words, modules consist a c...

What does a good game consist of? (part 38)

Top challenges You can measure your game design by measuring the difficulty of your challenges. Basically, all of them. After that you see which are the hardest, and then either keep them, or ideally make them harder or make additional ones on top of the difficulty of these ones. It may sound stupid, but the best games ever made are the ones that are hard, hard to complete and after that beat(finish all additional and optional setup challenges). The main or normal most useful procedure to measure the difficulty of challenges is by writing stars. For example, say an outstanding challenge you made is above most others, you give 6 stars, then you measure the others and see if you want any with 7 stars. If you pick any or multiple with 7 stars, just do the same procedure all over for reassessment. And keep repeating until you have a decent game design documentation. There's one very important thing to remember when making top challenges: they are hard and not everyone can beat them(in ...

What does a good game consist of? (part 37)

Challenging additional content Additional content here implies unlockable boss levels, medals, collectibles and trophies, not only (buyable) downloadable content. Additional content makes a good game replay able, so you can beat it multiple times. If you ever played Shadow Labyrinth on Steam, you'll probably want to play the game again if you beaten it. The game is very hard to play and finish, and that's exactly why it's worth playing again. There's no problem with making a hard game, but additional difficulty challenges keep the players playing for a lot longer time and difficulty makes a game worth playing longer, in fact a lot longer.  Many players play idle clickers instead, because of being dead sick of hard games. What is the actual truth however is that hard games a great teachers of cunningness and life. It feels damn freaking good to beat a tough challenge. Additional challenges therefore come very handy when making a hard, exciting game. Making a good and a h...