Ken, The only thing that makes for mastery of programming is doing it. A lot. I would argue that I've finally reached near mastery in the C programming language; I've only had to write a mere quarter million lines of code to do it.
Regarding AI, Alter Aeon actually doesn't have any, and while I know fuzzy logic is often used for it, none of it is used in the game server. Instead, we use random number generators and add-on special procedures that can make creatures do special things. Random numbers are extremely useful, and my advice would be to become comfortable with using them for practically everything. In regard to people buying games, I would argue that it's because the conventional model of selling games as standalone packages is failing. Those packages can be traded, given away, and copied so easily that it's pretty much just not worthwhile. If you have a central server, it's a bit easier. I'd actually recommend giving away games for free to build up a reputation and to get a lot of feedback from people on how you can improve them. Your first handful of games probably won't be good enough to even give away; but after you really get settled in with your programming language, tools, and audio libraries, the quality will really improve. When a lot of people really like and play your games, try selling expansions to them. Dennis Towne Alter Aeon MUD http://www.alteraeon.com On Tue, Mar 27, 2012 at 11:03 PM, Ken <[email protected]> wrote: > I know that for me, it's not the lack of ideas, but rather the lack of the > mastery of programming. I really wish I could get a look at a game like > swamp and learn, for exmple, how to have the game incorporate map files and > so on. Another problem I am having is with AI. I understand fuzzy logic > and was using it way before I even knew about it, but programming AI isn't > as simple as just thinking how it should behave and writing it down, you've > got to code in such a way that it does what it's supposed to. > Finally, my last barrier is that no one buys my games. I thought Phrase > Madness would be a big success, yet it's only seen five buyers. To me, the > ability not only to make new and funny phrases, but also to be able to > comment on them and upload those comments made the game unique, as well as > the fact that it could be played on a windows mobile device, but nobody was > all that interested. Oh well, maybe I'll have better luck with Space > Attack--if I ever getting around to finishing it lol. --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected].
