Article writing

Published March 03, 2006
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It's been years since I had that 'Organising Code Files in C and C++' article published, so I think it's time I wrote another. Out of the following choices that appeal to me at the moment, what would you think would be most interesting or useful to Gamedev readers?

- "10 Reasons to write your next game in Python" - basically a language advocacy thing, although I intend making it factual rather than opinion-based. Cool snippets would be the major feature here, showing improvements relative to C++ and Java.
- "Basics of Game Programming" - are there any articles explaining simple yet important things like what to put in a game loop, state handling, resource management, etc? I've not seen one, and maybe one needs to exist.
- "Designing Combat Systems" - I am fed up of seeing posts asking about how to write combat/experience/statistics systems for an RPG or RPG-like game. I'd like to go over some examples from other games and throw in some probability/statistical theory for good measure, so that people can develop balanced games without either immense trial and error or ripping off someone else's rules.
- Something else - any better ideas? My other area of interest is AI in the non-academic sense but I don't know what to write about there.
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0 likes 6 comments

Comments

jollyjeffers
/votes for "10 Reasons to write your next game in Python"

It'd have to be extremely convincing to get me to actually use Python, but regardless of that it would be an article I'd like to read just out of curiosity and general interest [smile]

I don't like the second idea so much - it's far too broad. No disrepect to your writing ability, but there's so much to be covered (especially if you consider context/genre-specific stuff) there that it'd be too easy to end up writing a fluffy article that's of little real use to anyone.

The third idea isn't of any direct interest to me, so I can't really comment on whether it's a good/bad idea [smile]

As for other ideas... coming from your original article, I'm always interested in code-construction type stuff. Maybe a follow on - more broadly organising files across multiple DLL/SO/LIB files, organising sub components as seperate (reusable) binaries.. plug-in architectures ??

Jack
March 03, 2006 07:52 AM
Nit
Quote:
As for other ideas... coming from your original article, I'm always interested in code-construction type stuff. Maybe a follow on - more broadly organising files across multiple DLL/SO/LIB files, organising sub components as seperate (reusable) binaries.. plug-in architectures ??


Good call Jack!

If I were to select from your list of topics, I would find the 3rd option (combat systems) particularly useful. I haven't really come across anything useful online, and I will have to roll my own combat system soon enough. Perhaps an article on this would get me thinking in the right direction.

I'm excited to see what comes out of this.
March 03, 2006 08:25 AM
Emmanuel Deloget
All of them are rather good ideas. The "10 reasons" is probably the one I like the most (in order to stop people from trying to learn C++ as their very first language [smile]). About the combat system, I believe that "how to create rules for a rpg system" would be better - because combat is not the panacea of RPG (you have to handle skills, statistics, equipement, and so on).

And Jack's idea is rather cool too :)

Regards,

-- Emmanuel D (why can't I put my sig in the journal posts...)
March 03, 2006 08:58 AM
Kylotan
jollyjeffers - I think my Python article could be convincing enough! Not that I'd expect to 'convert' many people with it, but rather make sure that people know there are good options available as an alternative to C++.

As for the fluffiness of an article on the basics, you could be right. I don't even know if there's enough there to justify an article, but I do know that the information doesn't seem to be available outside of books either. Hmm.

As for "organising files across multiple DLL/SO/LIB files, organising sub components as seperate (reusable) binaries.. plug-in architectures", well, that doesn't appeal to me, since I tend to use Python for most things these days. If I want to #include something, in Python that's "import Kylolib". If I want to use a separate lib, well that's "import Otherlib". As for plugins... well, that's "import plugin" too. ;) Python makes things so easily that fooling around with shared libraries and linker settings and the like really is a waste of my time when I just want to make a game. And hopefully that's the sort of thing the Python article would point out. :)

Nit, I'm glad someone likes the idea of the 3rd article. I think there is sadly a lack of articles - and indeed people - who are interested in the more technical side of game design, which explains why so many people seem to ask about this. I have experience in designing these systems for computer games and tabletop RPGs, plus a decent background in the necessary mathematics, so hopefully it could be comprehensive and useful.

Emmanuel, you're totally right about it being more about rules than combat, but I also have ideas that look at applying combat-style rules to other types of gameplay. Mainly it's about conflict resolution in game design, which has implications for not just combat, but equipment, crafting, experience, etc.
March 03, 2006 01:46 PM
jollyjeffers
Quote:I think my Python article could be convincing enough!
[grin]Given I mostly do tech-demo type stuff rather than games these days it probably wouldn't offer me much; but I'd still be interested - broadening ones horizons and all that...

Quote:I do know that the information doesn't seem to be available outside of books either
Might this be an indication that it's a broad enough topic to warrant a book? Even a lengthy 20-30 page web article has nothing on the length of a decent technical book...

Fair enough that my other idea isn't too interesting - was just an extension/extrapolation on the concepts of your previous article. Also I had a slight alterior motive in that I need to brush up on that sort of thing sometime soon [wink]

Jack
March 03, 2006 02:09 PM
Silvo
I recon that a mix of game making (ie: game loops and other game specific programming techniques) and combat design. However, not just combat. A decent article on game programming techniques, side scrolling, and that type of stuff would be great.
April 27, 2006 12:40 AM
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