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  1. #1
    How did they do things on Amiga? Did they have OOP or was it all structured?

    I would recommend simplifying everything, start from the start. Divide into smaller and smaller problems and solve them one at a time. Once you have something that is bigger and more complex you will see which if any of the more complicated stuff you need to implement. It maybe more work than just 'doing it' perfect the first time, but that way you have excellent understanding of why things like object lists exist and what problems they solve and what the game needs in order to work.


    1) Separate data and logic. Pass the data to the logic step(s) as parameter, for each game turn to be processed. a) Process unit initiative b) Do communication c) Move and battle and physical activities d) tally resources e) AI thinks... and so on.

    2) No. And no multithreading either.

    3) Go turn based and you do not need to think about time. Again, you can add real time later.

    4) You should look for tutorials in other languages and see which ones work for you. Once you find a good one it is worth the trouble to try to decipher the (foreign) code.
    Last edited by Thyandyr; 15-12-2017 at 09:54 AM.

  2. #2
    Making games from scratch is good learning experience but if you already know how to program and want to make a game rather than never finish it then pick one of available game engines. Saves a ton of trouble.

  3. #3
    tl;nr but may be your problem is you started too big. Try to simplify your idea and implement it. Once it works, add stuff, implement and repeat.
    No signature provided yet.

  4. #4
    It'd be a nice idea to show the game prototype - the name of the Amiga game you're trying to implement, best if youtube link too. Because I can't grasp the game mechanics from your description except that: There are planets, each has some resources. Player builds ships and mines resources to get new tech and build other ships and battle drones.
    Seems like Reuinion, right? That was a nasty game

    About your questions:
    1. Why would all planets want to know about each other? You have X, Y of the planet, you have the ships, you move ship to X, Y and if it coincides with any of the planet it mines resources.
    2. Why do you need a messaging system? Each ship just comes to X, Y and if there is a planet there, it mines resources.
    3. Read a bit about "game cycle". It's usually fine to have T: Double and adjust it by dT := now - LastTime each frame if not paused.
    4. What do you mean by "resource management"? You mean Lazarus resources, or planetary resources?

    What experience do you have in programming?
    My free and opensource games: http://decoherence.itch.io/
    Sources are here: https://github.com/eugeneloza?tab=repositories

  5. #5
    Quote Originally Posted by eugeneloza View Post
    Seems like Reuinion, right? That was a nasty game
    The game which gacarreno is descibing is named Deuteros: The Next Millennium
    https://en.wikipedia.org/wiki/Deuteros
    https://www.myabandonware.com/game/d...millennium-72y

    Deuteros is actually a sequel for Millennium: Return to Earth
    https://www.myabandonware.com/game/m...rn-to-earth-pi

    I have played Millennium: Return to Earth in the past but I haven't played Deuteros because unlike Millennium it is not available for PC.

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