
Steve and Aki, oooo hhh! am like shhhhh that is too hot but know what @Steve First great thanks there you came down like GEEK DUDE , those details should have taken you time and I realy appreciate.things straight 1. I am thinking of arcade sort of game/ adventure 2. Being a beginner, Single user and multiplatform am not clear where you advice my start but I percieve you recommend C++ on condition or by that I already know C++ in details, and I say I do have sufficient knowledge. as for 3D 2D or text I will reject text and request complexity of the remaining two and what you recommend for a begginner Patience? yes I am and will be patient. that is insight, mvumilivu ula mbivu, thanks I will get you offlist. I appreciate. success in you game you are doing. @Aki, thanks and great be your game you developing at the moment, you are the Obama type and I belive I am "Yes we can" I notice you introduced C# there but am very green in it although i can catch it soon but at last you cleared on C++ and I believe we are in one circle with Steve , -- C++. I like your, is it a PSEUDO CODE or ALGORITHM wherever but it gives an insight of what I should be looking at, Imagination and creativity also came up as ASSET TOOLs so am composing myself so that I don't drive reverse the long trailler to some Hotel near the highway, LOL, so the best bit is I am composing myself and I will reach you offlist soon and we share further. thanks atleast you and steve have put me on the track. thanks alot I appreciate the concern. On 4/9/10, aki <aki275@googlemail.com> wrote:
Listers, sorry for this one but felt it was too important to leave out for this thread. Trying ti limit my contributions as much as possible. Incase others are interested, here goes :
@Mike, sorry I forget to mention the key element of game programming. This is called collision detection which gives way to Artifical Intelligence ( AI ). AI is another crazy block to know, its my long term study plan. How does it work? : Simply if you have a player running across the screen and an enemy appears, it would be really silly that the enemy to do the same thing each time, thus making the game boring. You will need to build in un-predictablity that the computer generates so that each time a player lost a life when attacked by the enemy, it has different behaviour. The core of any game is AI and that drives the difficulty level. In my "final" year, my task is to complete the game sequel " Kenyan Sniper : 630pm ". But here's the deal : I want the end user experience to be action packed and realistic. I cannot have game situation where the enemy fire tracer bullets only for the player life to be lost, so when the game loads again into 2nd life, the same tracer situation exits so the player knows how to find the enemy tracer. Sorry, the game would be a dump! Look into these things too on your way towards learning and suddenly you will realise that a few lines of the game plan have actually become pages and pages of code. But thats the good part, creativity at its best. :-)
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