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GeneralRe: Mini CCCs 27 - Done Pin
Tim Deveaux19-Feb-19 18:41
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GeneralRe: Mini CCCs 27 Pin
OriginalGriff19-Feb-19 19:32
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GeneralHalf Gross Pin
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Tim Deveaux19-Feb-19 18:16
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OriginalGriff19-Feb-19 19:42
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Jörgen Andersson19-Feb-19 22:18
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GeneralGame development Pin
Zaf Khan19-Feb-19 19:22
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GeneralRe: Game development Pin
CodeWraith19-Feb-19 20:47
memberCodeWraith19-Feb-19 20:47 
Zaf Khan wrote:
But have no skills in game design besides the concept of the game in my head.
One simple rule: It must be fun. Avoid everything that is overly complicated or repetitive, You must find the optimal spot between boredom and stress. And forget the word 'realistic'. You can make your own little reality and can make the rules as you please.
Zaf Khan wrote:
I would like to use Unity engine
You are starting at the wrong end. If you try to do everything at one, the whole thing will descend into chaos. How about taking a tip from web development and use a three tier approach?

- The 'lowest' tier is a data layer. It must not be built with or around a database, but it can be. The are many more options, like storing your data (like your map) in binary files, XML, punched paper tape, floppy disks or anything else that suits your needs. All this layer does is to store data (like for example a tile of your map) or find it for you when you ask for it.

- The middle tier is the game logic. Here is where the games rules are implemented. It uses the functions of the lower tier to fetch and store the data it needs.

- The uppermost tier is the presentation layer. It does nothing more (huge understatement!) Than take the player's inputs, call functions of the middle tier to process them and then 'present' the returned results to the player. Here you must do all the drawing and again you are totally free to use anything at your disposal, from simple console output to huge rendering engines like Unity. Build the simplest presentation layer you can at first. Console I/O is really easy, but limited and ugly. This way you can concentrate on the lower tiers, build and test them without getting bogged down with how to draw this or that. Once you have a working game, you can still write a new presentation layer with any fancy graphics you like and concentrate on doing that and nothing else.

Zaf Khan wrote:
My programming is okay
Self praise stinks. Smile | :) You will quickly find that you have chewed off too much. That's okay as long as you can work at one problem at a time and don't try to do everything at once. Use that three tier approach to keep your problems separated and try to keep the scope of your game small until you know that you can handle it. Better a small finished game than an eternal construction site.

How I know that? I started out on this thing[^]. The data layer (yes, I take my own medicene) can spew out solar systems in 4 billion universes, each with 4 billion galaxies, each of the galaxies having hundreds of billions of complete soloar systems with planets and moons. Talk about an insane scope. I should take a year or two off and finally finish it. Smile | :) Not that such a beast ever is really 'finished'.
I have lived with several Zen masters - all of them were cats.

His last invention was an evil Lasagna. It didn't kill anyone, and it actually tasted pretty good.

modified 20-Feb-19 5:26am.

GeneralRe: Game development Pin
Zaf Khan11-Mar-19 9:46
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Mike Barthold19-Feb-19 21:06
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Zaf Khan11-Mar-19 9:48
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Zaf Khan11-Mar-19 9:49
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RickZeeland19-Feb-19 23:31
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Zaf Khan11-Mar-19 9:50
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ZurdoDev20-Feb-19 1:08
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Zaf Khan11-Mar-19 10:49
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Slacker00720-Feb-19 2:56
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Zaf Khan11-Mar-19 10:06
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Zaf Khan11-Mar-19 10:13
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TuanGabhala20-Feb-19 22:25
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Zaf Khan11-Mar-19 10:49
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#realJSOP19-Feb-19 13:30
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