Game Development Community

How much work till the framework works if the framework should work good?

by MoCubed · in Torque Game Builder · 03/26/2009 (7:24 pm) · 2 replies

Maybe I'm just not that skilled at this, but is it just me or do the most basic parts of game development seem to take the longest? Stuff that is rightfully taken for granted in games, like uncontrolled events or text to progress the story. Even fading screens for crying out loud! I find myself spending weeks and weeks just getting these prelminary things to the point of looking halfway defective so I can move on to the next piece of poorly designed baseware without actually focusing on making the game itself.

I've never taken a course on game design, and my math education is at a high school level - pretty much I can simply recognize the word to wikipedia it. But I've worked on throw-away games for several years now and I'm noticing that there has been a common wall of difficult tasks that are key to simply getting a framework for putting in screen effects and storylines.

I understand, game design is work. It's going to take countless hours of time and effort to complete anything worth glancing at before putting back on the shelf. But there has to be a process that is taught in the game design scholastic programs across the universe that simplifies these common game development goals.

Just a couple of examples are the following.

-StoryTelling tools - including drawing a text box, and writing in it at different rates or colors according to a syntax I come up with.
-Cursor to letter input tools - The "Input Name" screen is, and always has been, my greatest foil. Anything outside of the mouse or keyboard is archaic, but it should at least be correct.
-Cursor to menu command tools - just like inputting the name - we can draw a Gui, and even write out a list of things in it but making a cursor highlight a particular item in a list using a keyboard or controller - not so much.
-Screen effects - take the camera and shake it. Tint it blue? Fade to black? All of it's possible but it never seems to look right, and it takes forever to look wrong...
-Event handling - So you made it to stage 2 - now you need to have the bad guy come out and taunt you before running off and giving the player control to whap his endless horde of minions. Why is that so hard for me to figure out?

What I'm looking for is a baseline - beyond "This is a while-loop, but this is a do-while loop" and before "This is how your dynamically generated finite state machine makes a dog that urinates on the carpet and eats your shoes - but still learns from your punishment." I'm talking the things that are commonplace in every video game. I'm willing to go get a book about this amd make up for the classes I never took in school.

I'll be happy to elaborate if I was unclear, but does anyone in the community have any suggestions?

#1
03/27/2009 (10:27 am)
So it sounds a bit like you're just having some difficulty wrapping your mind around way of thinking so you can come up with re-usable solutions for the things you run into over and over?

Personally, the biggest 'ah-ha!' moment along those lines was when the whole object oriented approach started making sense. The mental switch from years of procedural programming to an object oriented mentality took a while to sink in.. and I don't really recall any tutorials or specific books that made it easier to flip that mental switch.

Anyway before I start rambling (too late) is this kinda what you were asking?


#2
03/28/2009 (6:50 am)
Thanks for the reply.

All I've ever really taken is Object-Oriented courses, so that's probably why I'm so adamant about a framework for this type of stuff. And since we'll be working with more and more different engines as time moves forward, a collection of actual code that works for one will not paste well into another. (Though, having at least that would let us try to translate it instead of run around aimlessly every time we switch.)

The thing is, I'm looking for the groundwork - some type of list or process for the basic stuff that's guaranteed to work well if I just try to recreate the functions in any language we work in. I honestly thought that this was covered in educational programs because it's the only place we have no way of looking into.