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  Dev-Diaries @ JGF  (Read 5400 times)
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Offline oNyx

JGO Coder


Medals: 2


pixels! :x


« Reply #30 - Posted 2004-06-09 10:05:47 »

> Yet another direction for this thread Wink

Ooops... my bad Tongue

Ye... guess I went a bit offtopic... these days. Can't even remember in wich forum/topic I'd wrote all that stuff (#1 offtopic indicator) Smiley

So... uhm... hard thematic air break! Grin

---

*ahem* survey time.

#1 Has anyone else written a diary? If yes linky / if not why not?

#2 And are you going to write a diary for your current game? If yes I'm looking forward reading it / if not why not?

---

@1 Yes, kinda. But it was graphics only side (gfx forum), in german and it's kinda incomplete. Well, it was more like a test and there isn't much to see there (just me bitching around about minor pixel errors Roll Eyes)

screenie

It was done in Java2D and the whole thing was <8kb (it's just a brainless rendering core). Well, at least I learned alot (about rendering that is).

@2 Hmyea, but not really in "real time". I'm taking notes and screenshots on my way... so well I guess it will be a diary in post mortem flavour.

弾幕 ☆ @mahonnaiseblog
Online princec

JGO Kernel


Medals: 378
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #31 - Posted 2004-06-09 10:38:58 »

You could link back to the XAP and Alien Flux dev diaries hosted here on JGO for posterity. They're kinda interesting if you're into that sort of thing.

Cas Smiley

Offline blahblahblahh

JGO Coder


Medals: 1


http://t-machine.org


« Reply #32 - Posted 2004-06-09 10:42:05 »

Quote
You could link back to the XAP and Alien Flux dev diaries hosted here on JGO for posterity. They're kinda interesting if you're into that sort of thing.

Cas Smiley


Is there any chance you might write them up (summarised) into an article form? Many people find old forum threads daunting to read, especially long ones Smiley

malloc will be first against the wall when the revolution comes...
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline blahblahblahh

JGO Coder


Medals: 1


http://t-machine.org


« Reply #33 - Posted 2004-06-09 10:47:20 »

Quote

*ahem* survey time.

#1 Has anyone else written a diary? If yes linky / if not why not?

#2 And are you going to write a diary for your current game? If yes I'm looking forward reading it / if not why not?

---

@1 Yes, kinda. But it was graphics only side (gfx forum), in german and it's kinda incomplete. Well, it was more like a test and there isn't much to see there (just me bitching around about minor pixel errors Roll Eyes)

screenie

It was done in Java2D and the whole thing was <8kb (it's just a brainless rendering core). Well, at least I learned alot (about rendering that is).


Would you consider doing a translation to english, perhaps fleshing out some bits, and we could put it up on JGO?

Unlike articles, the dev diaries are just being posted "raw", without editing etc (although I could find someone to spellcheck for you etc if you wanted...). IMO they are best just as an outpouring of whatever you were thinking at the time, without much thought or care for how much sense it makes Smiley. That does best at giving readers an "inside view into the mind of a games developer" and seeing what it's like to try writing these games.

malloc will be first against the wall when the revolution comes...
Offline blahblahblahh

JGO Coder


Medals: 1


http://t-machine.org


« Reply #34 - Posted 2004-06-09 10:50:17 »

Quote
@2 Hmyea, but not really in "real time". I'm taking notes and screenshots on my way... so well I guess it will be a diary in post mortem flavour.


So...why didn't you ask us to put it up on JGF, hmm? Tongue

Is it because you realised I would nag you every couple of weeks for the next installment Grin ?

If you just write them quickly, as a sort of "five minutes just writing whatever comes into my head" they are really easy and un-stressful. I think they even sometimes help you to keep your project in perspective, and to take a step back and see how far you've come (very handy when it all starts going horribly wrong, and you find yourself losing the will to go on...).

But they are definitely best written "in the heat of the moment" rather than in arrears (not that I'm a shining example: half of the survivor diary is being written in arrears)

malloc will be first against the wall when the revolution comes...
Online princec

JGO Kernel


Medals: 378
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #35 - Posted 2004-06-09 12:46:47 »

Blah - was actually going to summarize them in an article for Puppygames' articles section but it's up to Chaz to do the HTMLifying.

Cas Smiley

Offline oNyx

JGO Coder


Medals: 2


pixels! :x


« Reply #36 - Posted 2004-06-09 13:22:04 »

@1

Well, it's like I said more about the graphics, but I could whip a short game related povray article together. That would make more sense, because everyone can see me here ranting around on a daily basis anyways (heh) and all these tiny details wich you need for rendering sprites/textures are literally cluttered around in povray's huge manual.

@2

I'll try it for some days, but I can't promise anything Wink

弾幕 ☆ @mahonnaiseblog
Offline blahblahblahh

JGO Coder


Medals: 1


http://t-machine.org


« Reply #37 - Posted 2004-06-09 13:33:35 »

Quote
@1

Well, it's like I said more about the graphics, but I could whip a short game related povray article together.


A dev-diary doesn't need to say anything about programming, necessarily - it just needs to be a window inside the pains and frustrations (and delights) of developing a game.

The way the XML is setup for JGF dev diaries, we can actually have different members of the same time each provide a different diary entry each week (or other timeframe) for the game, with each having a different perspective. No-one's tried doing that yet, but...

malloc will be first against the wall when the revolution comes...
Offline darkprophet

Senior Member




Go Go Gadget Arms


« Reply #38 - Posted 2004-06-09 13:50:18 »

Quote

A dev-diary doesn't need to say anything about programming, necessarily - it just needs to be a window inside the pains and frustrations (and delights) of developing a game.


sounds to me like someone (not mentioning any names here) thinks that game development is 66% pain, 33% enjoyment!

The human race is a strange one isnt??  Tongue

Friends don't let friends make MMORPGs.

Blog | Volatile-Engine
Offline blahblahblahh

JGO Coder


Medals: 1


http://t-machine.org


« Reply #39 - Posted 2004-06-09 13:58:21 »

Quote


sounds to me like someone (not mentioning any names here) thinks that game development is 66% pain, 33% enjoyment!



It's a hard life, sob, sob... players never realise how much blood, sweat, and tears go into our games - they just say horrid things like "it sucks" and then tell cruel jokes likening it to Daikatana. And even when they like it, they still say it sucks if it's too hard for them.

Although, of course, I don't actually write games professionally Smiley.

malloc will be first against the wall when the revolution comes...
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline darkprophet

Senior Member




Go Go Gadget Arms


« Reply #40 - Posted 2004-06-09 14:00:46 »

LOL, as I said before, the human race is very very strange!

Friends don't let friends make MMORPGs.

Blog | Volatile-Engine
Offline ribot

Junior Member




Ribot - mobile UI specialist


« Reply #41 - Posted 2004-06-11 09:00:52 »

I'm just starting the coding of my edutainment-style app - some notes of which are available on http://www.ribot.co.uk/xlab

It's not a game as such, but is intended to be entertaining to use whilst teaching the concepts of artificial life.

http://ribot.co.uk - design agency focused on mobile
http://www.retrospecs.co.uk - online vintage eyewear store
Offline oNyx

JGO Coder


Medals: 2


pixels! :x


« Reply #42 - Posted 2004-06-14 19:36:14 »

@blahblahblahh

POV-Ray article is done and I already mailed it Smiley

弾幕 ☆ @mahonnaiseblog
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