Skip to main content

What does a good game consist of? (part 21)

Programmer's Role in Game Development
-part 3:

Why is Coding Hard?

This is the last of the three part miniseries which describes the programmer's role in the game development process.

So how come it's so hard to code something?

One of the main reasons is the need to be well-prepared for it which most programmers are not. In other words preparation-one or more of the following reasons include lack of being prepared for the task:
  • the programmer is coding by the most difficult thing they learnt, which means they don't do what is in their capability but overstretching
  • lack of test-driven development
  • "determination" to make an average game, which can be boring in both terms of development and playing
  • incomplete GDD
  • lack of problem-solving attitude
  • lack of a productivity plan
So mental preparation is the main problem here: prepare yourself to code better and faster!
  • go step by step, and work with what you have learnt so far, not of what you are currently learning
  • build on small and core chunks of the game
  • be determined to make an above-average game, even if you see no way to do it-the game will be above average, even if for the tiniest notch!
  • make the GDD complete, but not complete as everything being written, but as having everything which a programmer needs to be there
  • have the attitude of "every problem has a solution"
  • decide which techniques or tools you will use for enchanced productivity

Comments

Popular posts from this blog

object oriented programming

Object oriented programming is a sound and bold approach to c++ and internet wiring application and video games. It reduces a lot of code messes, made by global and half global functions. One of the more advanced object programming techniques are private access, poly morph and object message inheritance. It is set by c++ bjarne stroustrup and iso isometric standard convention comitee to use classes instead of structs and structures for making objects. Which means you most definitely should , but not must or have to. class Monster {     std::string memory_attributes{}; public:     void treck();     void track();     void trace(); }; The treck() function makes the monster roam and do human like jogging and trimming. track() means the monster goes ai path tracking and trace() means it tries to find other monsters in the area. class Weapon {     std::string memory_attributes{}; public:    void use(); }; void Weapon::use() {   ...

Coding and game development, part 2

 Consider the following C++ sample: int main() {     std::cout << template_1() << '\n';     return 1;      } Every moron who knows C++ would know what this means. Now consider that almost every line is a regular expression, so try to translate it into your native language, English for example; line by line in steps. ... rofl lol oO? I tried to do that with the example and my head almost had a system shutdown.

What does a good game consist of? (part 32)

Map overlay Making a map overlay is hard, as maps can change and grow. Map overlay is basically a different map than it was at the start of the game. That encourages the player to think while trying to win a match or a puzzle. The main map doesn't have to change that much over time, while the overlay works as a collection of all of the tactical actions made by same clan. Some sort of a clan map, in other words. A clan map is hard to read by other clans. But not impossible, when team speak and fighting tactics are put into use. Personal map overlay can be used to advice on mission, which is generated procedurally, but not necessarily randomly. Another good overlay is tactical and strategical, all of these types overlay are sent to developers for the lore overlay, which is very hard to get hands on if you are not a developer. Tactical overlay is a good way to lead a fireteam, or a squad, but also leaves data traces on the world map. In video games, trick rivalry is high and enemies, ...