Making Games... Faster.
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Interference22

The Holy Grail of videogames development: creating good quality content for your games at a fraction of the man-hours. Electronic Arts do it by drafting in thousands of people just to work on the one game. You and I don't have thousands of people, nor the lust for power or blatant disregard for people's welfare that EA seem to have. There is, of course another way of doing things: get better development tools.

Yes, I know: "That's all very well, smart-arse, but where the hell do I get these 'better development tools,' eh?" Simple: use some initiative and make your own. You don't need a degree in C++ and a compiler either; Use VERGE itself to make them.

For example: tired of banging out code for calls to your textbox? Write a piece of VC that allows you to enter a few parameters and type the text yourself before it generates the code for you and outputs it to the log, ready for you to paste en masse to your map's VC file. I've done it myself. Heck, I even built it into the game's codebase so I can use elements of the game to easily build a GUI for my tools and effectively play and develop at the same time. Check it out, it even has a little textbox preview to show you how it'll look:

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You don't have to go mad and write a whole system for randomly generating dungeons, just knock up a few utilities to take the hard work out of some of the more repetitive chores that come with making a game.

You'll (hopefully) find the time between having a good idea and being able to use it dramatically reduced.

With a little more imagination, you could take the work out of designing all those individual CHRs for incidental NPCs by writing some VC to produce them to a template: pick clothing, haircut, skin and

clothing colours and then have VERGE drop the result into the clipboard or to a BMP with a MAK and Batch file for converting it to a CHR. I'm working on one at the moment. Take a look:

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Yes, I am such a bloody show-off.

Also - in line with this philosophy - I'd like to give a pat on the back to Zonker, who's random portrait generator is a fine example of this sort of niftiness.

Posted on 2006-03-02 18:26:45

Overkill

The latter sounds somewhat like an improved MAKmak, an app by me and zip made. It could open any version of CHR, an existing MAK file, or an image. Then you can then specify hotspot, idle frames, and animation scripts, and then dump the changes as a BMP, BAT and MAK file

Posted on 2006-03-02 18:47:09

Ness

I was going to reply with something about generating CHRs at runtime, then I remembered the whole paperdoll thread of madness a while back, and how CHRs are cached and you can't change the source image of one at runtime. Then I thought about hijacking the entity render, but that sucks because I'm just redoing code that has already been done in the exe. Then I thought about hacking the exe, but remembered that I barely looked at the exe yet so I'm going to keep my mouth shut for now.

Posted on 2006-03-03 14:38:48

Interference22

Overkill, I remember MakMak! That was rocking cool, by the way: forgot to mention it. How on Earth did you and Zip bend Geronimo's BMP export code to your will? I've been trying to use an almost identical version of it in my game to export any image handle to a BMP but it's skewing things at a funny angle and all sorts. I can only get it to make a BMP of the screen image handle: anything else causes major issues.. Hrm. Could just be me..

Ness: CHRs. Yes. I *still* want to change them at runtime. Sure, you can't have 5 characters using the same CHR and only change 1 of them's appearance (since they all use the same CHR data) but so what? Still being given access to that data and the freedom to fiddle with it opens up all sorts of potential.

Posted on 2006-03-03 16:14:28


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