Hi Shaun,
I see. Well, right now I am just in the brain storming stage so the
actual programming language, sound support, story line, etc is all up in
the air at this point.
For example, I imagine some sort of gamebook method using Sapi support
and menus might be more interesting to gamers than a text interface.
Instead of typing north followed by enter some may feel more comfortable
selecting the direction from a menu. Instead of having to type save all
the time they might want to use a command such as control-s. In such a
case a game written in C-Sharp might be better than C++ since SDL Input
and Sapi might be more desirable to more gamers. Its all relative right now.
shaun everiss wrote:
I meant the sounds wouldn't have to be off profesional standard if at all.
In fact they could just be voiceovers of things which I am more than happy to
do and maybe some clicks and beeps maybe some footsteps and fighting sfx, but
if its to much trouble and you don't want to go comercial and fully opensource
then don't worry about sfx.
At 07:31 p.m. 8/12/2008, you wrote:
Hi Shaun,
What exactly is that suppose to mean? Just because I might decide to use a
generic interface such as text doesn't mean the game won't be professionally
written. In fact, C++ is one of the languages I am cirtified for, and have been
developing stuff in C++ since 98 or 99. Going on about 10 years with that
language so obviously I'm not a newby to writing professional apps in C++.
However, it is easier if i forego all the graphical UI stuff associated with
Winblows, and write everything directly to the screen and use command line
commands like save, load, north, south, east, west, bla.
Smile.
shaun everiss wrote:
Well it wouldn't need to be anything professional.
but yeah I hear you.
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