Well put. That in a nutshell is the issue. Programming is after all
just writing instructions in a language the computer can understand.
As such since those instructions often time have to be specifically
defined there is no easy way to give a yes/no answer or select it from
a list of options. The differences in instructions here are limitless
and can't be just put into a question and answer format.
For example, Tim mentioned being able to select a 2d game or 3d game
from the list. That's not practical simply because the
instructions---the code---for those types of games would be pretty
different. I should know because I happen to have a 2d side-scroller
version of MOTA and a 3d FPS version in the works, and I will say from
first-hand experience I've had to rewrite several functions from
scratch simply because the instructions are totally different for the
two different types of environment. Oneonly needs to move along the x
and y axis of the grid and the other has to move along an x, y, and z
axis. Therefore the walk, run, climb, and other movement functions
have to behave differently. That's just one minor example of where the
styles of game differ and can't necessarily be packaged into a
one-size fits all solution.
On 11/18/11, dark <d...@xgam.org> wrote:
> hi tim.
> This was tried with audio game maker, and really didn't work out at all. The
> problem is even if you wrote a game completely in English syntax, you've
> stil got a hole bunch of things to defign.
> Take a symple space invaders game as an example.
> you first need to setup the playing field as sterrio, decide how much your
> character moves according to key presses, have each invader represented by a
> sound, have the game track the amount of time it takes invaders to land and
> change the sounds accordingly, have your character move left and right and
> thus line up the invaders, have a method for tracking shooting to say when
> you press a key a shoot sound is pressed, and if pressed when an invader is
> not centered you miss, where as if it is centered you hit, have the game
> track lives lost when invaders land etc.
> thus, even doing this in plane english there is lots of stuff to write and
> you just couldn't do it effectively with a sort of question and answer or
> filling in form fields, you have to actually write the instructions.
> this is what bgt does, it lets you concentrate on writing just the game
> instructions. Complications come because you can't quite write the
> instructions in plane english but must put them a specific way for the game
> to understand.
> that's why level editers track editers and the like are so useful. You can
> play with the factors in a game without having to setup the hole malarchy
> from scratch.
> for example, setting up a racing game would require a huge amount of
> instructions, about speed and distance and laps tracked and handling and
> such, but making tracks for existing racing games like rail racer or top
> speed just requires playing with the environment.
> Beware the grue!
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