The goal of this article is to suggest policies, methods, and features that can lead to commercial success. The more guidelines you follow or incorporate into your development, the greater the probability of success from the resulting game.
Once a playable prototype has been created, play it every day and make adjustments based on testing, thereby creating new versions quickly, evolving the game in the process. Rely on your instincts as a gamer for guidance on what is working and not working.
When you set out to develop a PC game, your potential market is basically everyone on Earth who owns a PC. Once you begin making decisions about your game, you begin losing potential customers who are not interested in your topic, genre, or style. Commercially successful games hold on to a significant share of the market because they choose a topic, genre, and style that connect with a broad audience base.
Most of the code I talk about in these files will also be extracted from the SuperFX engine, a freeware engine I created for 2D games...you can download it from the Just4Fun homepage (http://people.zeelandnet.nl/rpb). Also I must tell you that the example code doesn't always work just like that, you might have to add things or change things...the hard stuff is usually working though..
Aliens, now here's a challenge. Every alien/enemy or object can have its own AI code, so I'm not explaining how to make them move, or animate, I will just explain procedures or functions to create them and use them.
Welcome to part 3 of the Techtutor, this one is mainly for SuperFX users, because it explains how to read a string using the keyboard. It does however contains some information for beginners interested in putting a great highscore table in their game...
This topic is Demos, and I dont mean playable-demos, I mean a demo that will be viewed when the player isn't touching the keyboard for a while (like in Doom, JazzJackrabbit,etc...) or like the demos showed when you start Quake.
All of the techniques in this file can be implemented regardless of the programming language you use, from assembler to C to Visual Basic. I will, however, be giving any pseudocode examples in C, because it seems to be the universal language of coders right now. For the sake of simplicity, all code examples will use floating point math. By Aaron Weiss
Lionel's trigonometry tutorial for programmers - part 1 v1.0. The first in a series of trigonometry tutorials for programmers with no previous experience in trigonometry. Trigonometry is essential for 3D programming.
Lionel's trigonometry tutorial for programmers - part 2 v1.0 This is the second of a series of tutorials on trigonometry. This part covers the three basic ratios, sine, cosine and tangent.