This is very well put. However, I can't be expected to know the ins and outs
of baking bread if I'm not a baker. Similarly, a nonprogrammer can't be
expected to know how daunting a suggestion would be to program. Indeed, many
things--even to programmers--look easy, but are time-consuming to program
depending on how well the game was designed from the start. For instance,
building a game to run off of extremely generic input and conditions is more
work in the beginning, but adding stuff later on then becomes so easy it's
amazing. As an example, I was able to add an autoplay mode to TDV a couple
days ago with just a few lines of code.
At the same time, some are difficult to code no matter how generic the
game's running methods are. Even though it could be done with just one or
two more lines of code, a programmer also has to consider performance
impact, something we call "running time." In the end, the impact a new
feature will ahve on running time may not make it worth to code.
If someone suggests to me, "have the engine start in the off position when
the game starts," to them it's probably just a matter of "tell the game the
engine is off and tell the player to turn it on." Unfortunately, from a
programming perspective, it's not as simple as startEngine();.
Again though, the person who suggestd it can't be expected to know that, and
that's where the programmer's job comes in as dismissing or implementing
features. I've had a lot of suggestions that have made it in to TDV, but I
will agree tat some people take it too far--so much so that you can write a
book called "X's Suggestion: Why I Didn't Implement It." In the end though,
whatever suggestion comes along is never a bad suggestion. I think everyone
means well; in fact, I'd take it as a compliment that this person enjoys the
game enough to offer up new features.
Munawar A. Bijani
"Knowledge is of two types: absorbed and heard. The heard knowledge is only
useful if it is absorbed." - Imam Ali Ibn Abu Talib, Nahj Al-Balagha
----- Original Message -----
From: "dark" <d...@xgam.org>
To: "Gamers Discussion list" <email@example.com>
Sent: Saturday, November 21, 2009 8:06 PM
Subject: Re: [Audyssey] How to non program a game
Al, saying "i have no idea about programming but a great idea for a game"
is a bit like "I have no idea about engineering but a great idea for a
you may have a fantastic idea for a car run on hydrogen fuel, ---- but
unless you've an idea of hydraulics, fuel convertion, how fuel relates to
speed etc, you've got no chance of having a reasonable idea for a car.
I too do not have the time to learn programming. Though I have game ideas,
I do not share them or try to commition another person to make them, ----
sinse they might be totally impossible.
I simply store them up in my head until I may possibley at some point have
the time to learn.
Your much better considdering what is possible with current techniques,
what ideas programmers have for games, and offering your informated in put
on those ideas, ---- as nded you are doing on this list and the entombed
list, than cranking out wild ideas for games with nobody to make them.
Oh btw, if one of the game creation engines such as Philip's scripting
language or Tom's Genesis engine is completed, --- -there may be a very
nice short cut to making games without knowing too much programming as
That's certainly my hope, ---- though I might considder seeing if I can
learn programming when my phd is finished, ---- assuming then of course
I'm not busy with creative writing or other projects as is also likely.
Beware the gRue!
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