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Designing a new game - 10/22/2001 11:22:00 AM   
Duane

 

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I have a question. What or whom should one contact regarding the design of a new game? I have started designing a new game but have no programming experience...everything is on paper at the moment. I would like to at least speak with someone out there that can program and would be willing to potentially start a new project and has the same love of turn based strategic war games/space epics. Any info would be appreciated. Thanks!

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- 10/23/2001 10:48:00 PM   
Les_the_Sarge_9_1

 

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I have noticed your post was not getting much attention, just wanted to give an old wargamers input that you might not have thought of. In order to publish a wargame, whether its a paper game or software a few things have to be provided by yourself. You need to fully determine how far you intend to take this. A software project is much like a business proposal. In order to be taken seriously you have to have certain details in order. Not the least of which is established credibility. Do you have any other game design credits under your belt? Next of course is financing. It doesnt matter if you have the credibility but have no funds.
I have wanted to design game products several times in my life. I have written more than a few rolegame designs. But in the end they end up nothing more than a handful of files in a folder in my computer.
No money, means no game, is about the size of it. Alas a few hundred bucks wont do it. A few thousand might as well be a few hundred. Last I heard a game is about a 50K project (assuming you actually wish to "make" money doing this). Assuming you are not a bored rich person this means investors. Investors are like freelance bankers. if you dont have proof you can make money you wont get their money either. This means planning. Think business plan. If you have never had the pleasure of a business course this is the time to consider it. Unless you merely wish to "sell" your "concept" and say good bye to your creation. And there is no reason to believe it will even look entirely like what you had in mind. To be more than just the originator you have to be "involved" with all aspects of creation. Ask yourself, do I know anything about Publishing a commercial product. Clearly getting a wargame created is more than merely about deciding what the pictures will look like on the screen. Its not just getting someone to write a great endless stream of code either. Its marketing, research into whats already been done, how successful were they. Its getting a writer to do the manual, artwork, Distributors. This I think alludes the thoughts of a lot of would be game designers. If all this has made it seem impossible to get a game designed I have achieved my purpose. Its NOT easy to get a game designed. I have wargamed since wargames have been a viable commercial concept. I have seen so many companies come, do poorly and go. Even the old Avalon Hill and SPI have fallen to history.
AH was perhaps reborn, but its not likely seen as the original AH by many.
When you see a wargame on the shelf, assume it is there only by incedibly good fortune. Now ask yourself if you can even find another store that has a second copy. This is what makes a niche market what it is.
I would be interested in finding out, after the first MC finally clears its last sale, just how much money was made above and beyond all the costs to make it appear in our hands. I hope Matrix does well with it, but I would be amused if anyone is getting Porches out of selling it. Currently Matrix is expanding. They are looking for input, new markets, collecting sources of sales. I would hazzard a guess though, that its a great deal of work and little rest.
Can you put your life on hold for a couple of years to make probably no better than you would at a common low wage job. Thats possibly where you will be heading. You will get the glory of your name on a wargame. You might become a "name" in the wargaming industry. But thats what it comes too I think. Is being recognised worth 50K?. To be honest. I have never designed a game. I have never playtested a game. I wouldnt be surprised to have someone say I dont know what I am talking about. Thats acceptable.
I have business experience though. I know whats involved in developing a product. I know what it takes to make money appear out of thin air as well. I know that you can make it and it might not sell regardless. then there is timing.
I own several very good WWW3 wargames that I doubt will ever get played enough to make them look less than mint condition. You could spend 3 years getting a wargame to market and then boom its nothing due to fickle chance of timing. Hope all this has given you cause for thought. If fate wishes it. I would like to see you add your game to histories classic successes myself.

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Post #: 2
- 10/23/2001 11:36:00 PM   
Paul Lakowski

 

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quote:

Originally posted by Les the Sarge 9-1:
Alas a few hundred bucks wont do it. A few thousand might as well be a few hundred. Last I heard a game is about a 50K project (assuming you actually wish to "make" money doing this). Assuming you are not a bored rich person this means investors. Investors are like freelance bankers. if you dont have proof you can make money you wont get their money either.

Just to give you an idea of what is mean't here , I gather the Steel Beast team started work on "Steel Beasts" in 1997-1998 and spent $200,000 before it was sent to publication.

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- 10/25/2001 11:05:00 AM   
Jeffery

 

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Can someone give me a breakdown of what general game development budgets go toward? I'm sure a lot of our fellow gamers have wanted to make their own games but the circumstances just won't allow it. Maybe people on this forum can give some useful information. I've also had some game design ideas, but not wargames because wargames usually require large tables of unit organization and stats. I like to play wargames but I'd rather make a more action oriented game because the design aspect would be more interesting. I don't know if anyone here ever played Escape Velocity, it's a game by Ambrosia software and is only available for the Mac. Does anyone know if Matrix is wargames only or will they consider stuff that borders on action/strategy? I've always wanted to make something like Escape Velocity but with more elements. Also, I'm not sure how many people here have played Infantry, (station.sony.com) I was thinking of somethign along the lines of a cross between EV and Infantry. Also, since Matrix never published an online Massive multiplayer game, can anyone tell me if it's out of the question with Matrix or would they consider it? I have some programming experience, but I have no artistic skills. It's hard to make a good game of sufficient complexity by myself though, so if anyone here have some programming experience, are good with 3D modelling/photoshop, sound/music, game design, have suggestions/ideas/comments, feel free to post.

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- 10/27/2001 2:08:00 AM   
Dave R

 

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What we have here is a vast pool of experience. I'm sure that there are many players with game ideas, from the briefest grem if an idea, to an almost fully developed game, but perhaps know diddly squat about programming.
What is needed is perhaps a forum to bring people together, so people can say "Look I've got this idea, but I need to work on it. Oh! And I don't know much about programing. Anybody interested in helping?"
I'm sure at some time we've all sat down and thought or wrote "Will Matrix do a game on so, and so" What we have here is a vast pool of skills, knowledge, insperation and enthusism, so lets see what we can do ourselves. Perhaps if we all ask nicely enough, the guys at Matrix will be so kind as to start of a now forum, for people with games ideas, perhaps even give the odd pointers as to what they would need to look at taking a game idea on board, and say making it an official Matrix project. Lets start getting our heads together, pooling ideas and see what we can come up with. I may well come to nothing, but I'll bet it'll be interesting if not fun, and who knows perhaps one day we'll produce the next Steel Panthers* *delete and insert you favorite game title if you wish!(grins)

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- 10/27/2001 7:43:00 AM   
Jeffery

 

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good idea, I think we should have a optional profile section that would list our interests, ideas, and skills. Maybe it would be possible to organize something, I mean Linux was largely developed over the net, who knows maybe something can be done here.

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Post #: 6
- 10/27/2001 8:26:00 PM   
Duane

 

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I think that is a wonderful idea. All of us that are interested in creating such a new forum need to "ask nicely" as stated earlier and see what happens. As to my own situation, I appreciate the first post. It did certainly shed some light on the subject and was very informative. I do not want to do this for the sole purpose of making money. I would like to do this becaues I love gaming and look at it as more of a hobby than a potential income. I realize that it would take other like minded individuals willing to "go slow" as the project developes. I always think of Malfador Mechanations and Space Empires as a great example of two gamer/hobbyists who created their own game just for the heck of it and now have a very enjoyable game. I don't know if they make a profit but I love the game all the same. As far as marketing goes, providing it free on the net seems a good place to start if profits are not an issue. Basically I am saying this, let's have some fun, work on a game and see where it takes us. Perhaps a new forum will provide an avenue for several potential games. Eventually some of us will actually create something.

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Post #: 7
- 10/28/2001 1:39:00 AM   
Jeffery

 

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yeah, game making would probably be a lot cheaper than some of my more expensive hobbies.

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Post #: 8
- 10/28/2001 1:50:00 AM   
Dave R

 

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Ok then. Lets get the ball rolling then.
First of all. Would you guys at Matrix be willing to set up a forum for people with game ideas and wanting to get involved. Of course it is on the understanding that this is an informal group, which niether represents Matrix, nor comits Matrix in anyway to supporting any ideas that may emerge. Thouggh the up side being that it may give you the first bite on an idea that does emerge as a viable game project (grins)

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Post #: 9
- 10/28/2001 2:21:00 AM   
VictorH

 

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A Game Design/Programming Forum would be great! Not only should the forum present ideas on a game to develop, it should allow coding techniques and code to be presented. Additionally, questions on how to code things could be asked and answered.

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Post #: 10
- 10/29/2001 12:01:00 AM   
Paul Vebber


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We had one some time ago, but interest died out. If there gets to be enough traffic here to warrant a seperate forum, I will be glad to make one, but in the past these discussions have not panned out once the scope of work required sinks in.

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Post #: 11
- 10/29/2001 12:49:00 AM   
VictorH

 

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OK Paul, lets give this a go. One needs more than just a idea for a game, programming skill is needed more than anything else. I have been trying to figure out how to program just a hex type map and move units around on it. I found a book on Isometric Programming with Windows C++. Is that the right direction to go in? I assume one needs tiles for each terrain type, then a hex overlay over that, then units that lay over that. I also assume array's would need to be set up to store the information for each hex on the map. Any ideas from the forum?

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- 10/29/2001 2:42:00 AM   
Jeffery

 

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why don't you try 2D view tiles before isometric? Consider a lattice, 2D tile (squares) are just lattices composed of vectors that are perpendicular. Isometric is non parallel vectors but not necessarily at right angles. It creates the illusion of depth that way. I know how to program, I'm just no very familiar with some of the UI techniques. For example, how do you create a 2D picture but program it such that when you rotate the object it scrolls the 2D pic to crate an illusion of 3D?

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- 10/29/2001 3:25:00 AM   
Ludovic Coval

 

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Hi all, First let say me that altough I found the concept developped in early post interesting I'm fully commited for the moment ;-) Neverthless, you could consider the following project segmentation useful when designing computer games : * Graphics, in fact broken in two parts :
- Drawing.
- Manipulation (i.e using something like DX, OpenGL etc..) * System : the games rules.
* A.I The big work not being to discernate the parts but to constantly having them cooperating smoothly, especially the two first segment. Regards, Ludovic Coval
Battleline Designer/Developper

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- 10/29/2001 3:29:00 AM   
Duane

 

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OK, that's fine. However, I disagree that one "must know how to program" to create a game. That was the reason for my post. One does not have to me a mechanic to design a car, so in that light, I see we have some programmers here. Does anyone want to to take this a bit further and actually discuss a project? If so, I am more than willing to take this the next step and discuss some details. This is for fun but will still require dedication and a huge effort to accomplish anything much less a full game. So, if you guys are willing to start discussing in greater detail specific game concepts let me know. Whether it is in this forum or in private, it's OK with me. Oh by the way, discussing actual coding techniques and "under the hood" types of issues is great also. I just don't want to lose focus on the actual reason why I posted in the first place.

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- 10/29/2001 6:44:00 AM   
Jeffery

 

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I can start after Christmas vacation, when all the college applications are over. As for concepts, Hopefully I'll type something up in the next few weeks. (BTW, my best concept isn't quite a wargame. It's more like an action/RPG/strategy w/ Massive Multiplayer option added in). Not sure if that's out of line or what.

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- 10/29/2001 1:14:00 PM   
warmi

 

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Jeffery: You cannot "rotate" 2d picture ... you can only create different images for each view ( a typical problem with 2d games , very limited number of views.)
This (and availability of powerful hardware) is precisely why more and more games are using true 3D - as long as your computer can handle it, everything is possible , no silly limitation.

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Post #: 17
- 10/29/2001 9:41:00 PM   
Paul Vebber


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The key to a successful "open source" development project is to create 3 "reference design documents" before the first line of code is written. The Interface design document describes how you wat the player to interact with the game, what controls the player uses to do that and what information will be presented where in what situations. The Data Dictionary defines teh data structures that are used to represent the entities that exist in the game and environmental factors that affect them. Every "number' the game uses should be defined here. The Software design document is the "rules" for the game, or the way in which the data elements in the data dictionary interact with each other. These three documents ensure that everybody contributing to the game understands the "design intent" for the game. ALl teh "open source" efforts I have seen to date very rapidly become excercises in making the game "all things to all people" this dooms teh project form the start. A good year (or more) devoted to the group development (and most importantly agreement on) the contents of those three docs should be done before any body starts to code anything. Its like painting a house, the prep work is the hard part and takes much longer than applying the paint, but makes the difference between a good and terrible result. I've yet to see an "open source" group put the necessary prep work in. That is why all to date have yet to yield a product.

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Post #: 18
- 10/29/2001 10:46:00 PM   
VictorH

 

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quote:

Originally posted by Jeffery:
why don't you try 2D view tiles before isometric? Consider a lattice, 2D tile (squares) are just lattices composed of vectors that are perpendicular. Isometric is non parallel vectors but not necessarily at right angles. It creates the illusion of depth that way. I know how to program, I'm just no very familiar with some of the UI techniques. For example, how do you create a 2D picture but program it such that when you rotate the object it scrolls the 2D pic to crate an illusion of 3D?
Jeff, I know how to program too, but have never written any graphics routines let along a wargame. Are there any books I can get that talk about 2d view tiles?

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Post #: 19
- 10/29/2001 10:50:00 PM   
VictorH

 

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quote:

Originally posted by Paul Vebber:
The key to a successful "open source" development project is to create 3 "reference design documents" before the first line of code is written. The Interface design document describes how you wat the player to interact with the game, what controls the player uses to do that and what information will be presented where in what situations. The Data Dictionary defines teh data structures that are used to represent the entities that exist in the game and environmental factors that affect them. Every "number' the game uses should be defined here. The Software design document is the "rules" for the game, or the way in which the data elements in the data dictionary interact with each other. These three documents ensure that everybody contributing to the game understands the "design intent" for the game. ALl teh "open source" efforts I have seen to date very rapidly become excercises in making the game "all things to all people" this dooms teh project form the start. A good year (or more) devoted to the group development (and most importantly agreement on) the contents of those three docs should be done before any body starts to code anything. Its like painting a house, the prep work is the hard part and takes much longer than applying the paint, but makes the difference between a good and terrible result. I've yet to see an "open source" group put the necessary prep work in. That is why all to date have yet to yield a product.
Paul, Funny to know OPen Source Projects never get going becuase they don't follow these standard design rules. This is exactly how we do it with business software. We can start setting up some Use Cases.

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Post #: 20
- 10/30/2001 1:07:00 AM   
danscan

 

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I have programming experience. Albeit all business applications. I have made my own board games and I have worked out logic flow charts for various things including A.I.
So where do we begin and what is the concept. Email me at Danscan@danscan.net. What is the scope of the A.I. path finding to descion making. See my post in this forum for my Idea on a game. Basicly a Global war game. If we build the A.I in segments so that one person can make the high up A.I. president and one A.I. (like TOAOW) could control the generals. The top A.I. could make descion based on the big picture and then when small pictures come in to play(battles) the lower A.I. would conduct the battle. Four Battles per Month Global turn. Each battle would be fought in half day turns for a total of 14 turns. At the end of the 14th turn the A.I. would declare a winner based on total hexes controlled or important hexes. At the end of a week turn the Winner can choose to advance to the next hex or counterattack. A maximum of four Global hexes can be caputred in each month. Global hexes can have control split between them. control of the hex will be a percentage then when another battle erupts for that GHex(global hex) the layout of battle will be determined based on the percentage of ground caputred before(85% 15%) Ok its still a work in progress.

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Post #: 21
- 10/30/2001 1:11:00 AM   
Paul Vebber


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LOL - To be honest its taken pretty much from the Mil-Std for software design! I was being a bit sarcastic - hoping someone like you would point this out! Basically saying that the problem is not following a formalized process (whether one for business software or a military simulator). They want to immediately write "game rules" rather than design an appropriately bounded framwork within which a game develops. A small group with one programmer can get away with "seat of your pants" software development to some extent (CMM level 1 "heroics" if you believe teh capability maturity model) but a an "open source" project by definition involves many folks, and so the process for development is the key to being able to get anything done.

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Post #: 22
- 10/30/2001 7:43:00 AM   
VictorH

 

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I need to see some code to figure out how to do this.

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Post #: 23
- 10/30/2001 8:15:00 AM   
Duane

 

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quote:

Originally posted by Paul Vebber:
The key to a successful "open source" development project is to create 3 "reference design documents" before the first line of code is written. The Interface design document describes how you wat the player to interact with the game, what controls the player uses to do that and what information will be presented where in what situations. The Data Dictionary defines teh data structures that are used to represent the entities that exist in the game and environmental factors that affect them. Every "number' the game uses should be defined here. The Software design document is the "rules" for the game, or the way in which the data elements in the data dictionary interact with each other. These three documents ensure that everybody contributing to the game understands the "design intent" for the game. ALl teh "open source" efforts I have seen to date very rapidly become excercises in making the game "all things to all people" this dooms teh project form the start. A good year (or more) devoted to the group development (and most importantly agreement on) the contents of those three docs should be done before any body starts to code anything. Its like painting a house, the prep work is the hard part and takes much longer than applying the paint, but makes the difference between a good and terrible result. I've yet to see an "open source" group put the necessary prep work in. That is why all to date have yet to yield a product.
In my "real life", I design clinical interface applications so I do know the work required in designing, planning and bringing a project to conclusion. We don't do it quite the same way but the steps listed above make sence. OK, I will get to work on some prelims.

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Post #: 24
- 10/30/2001 9:37:00 AM   
VictorH

 

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quote:

Originally posted by Duane:
In my "real life", I design clinical interface applications so I do know the work required in designing, planning and bringing a project to conclusion. We don't do it quite the same way but the steps listed above make sence. OK, I will get to work on some prelims.
Keep me in the loop, I will help review and add to whatever you come up with.

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Post #: 25
- 10/31/2001 12:47:00 AM   
Jeffery

 

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What we need first before anything else is someone skilled in software project management. I agree that with large scale software development the coordination becomes more important than the actual coding. So why don't we first see if we can work out a framework from which to develop a game (sort of like making the team before making the game) before we start doing concepts. Have a structure organized so we know what resources we have and who can do what. This way no matter what final concept we decide to work on, the project won't get bogged down in disorganization.

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Post #: 26
- 10/31/2001 1:11:00 AM   
Duane

 

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quote:

Originally posted by Jeffery:
What we need first before anything else is someone skilled in software project management. I agree that with large scale software development the coordination becomes more important than the actual coding. So why don't we first see if we can work out a framework from which to develop a game (sort of like making the team before making the game) before we start doing concepts. Have a structure organized so we know what resources we have and who can do what. This way no matter what final concept we decide to work on, the project won't get bogged down in disorganization.

I agree with Jeff's statements. I had no idea that I would get more than one person really interested. I will start...other than myself, let's first see who is interested in actively participating. Please replay here and I will generate a list. PLease include all contact info and skills/experience, etc.

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Post #: 27
- 10/31/2001 3:42:00 AM   
VictorH

 

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quote:

Originally posted by Duane:

I agree with Jeff's statements. I had no idea that I would get more than one person really interested. I will start...other than myself, let's first see who is interested in actively participating. Please replay here and I will generate a list. PLease include all contact info and skills/experience, etc.

I have sent you an email with the above information.

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Post #: 28
- 10/31/2001 4:15:00 AM   
Sgt Wilson

 

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Hi Jeffery is this what you mean when you refer to rotating\scrolling 2d graphics ? (borrowed from Eastern Front II) Or the way Close Combat does it, by physicly rotating a single 2D image? Victor, tile based game interfaces are pretty straight forward. IMHO go for books on C++ & DirectX. Add my name to the petition for an additional forum. [ October 30, 2001: Message edited by: Sgt Wilson ]



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Post #: 29
- 10/31/2001 5:46:00 AM   
VictorH

 

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quote:

Originally posted by Sgt Wilson:
Hi Jeffery is this what you mean when you refer to rotating\scrolling 2d graphics ? (borrowed from Eastern Front II) Or the way Close Combat does it, by physicly rotating a single 2D image? Victor, tile based game interfaces are pretty straight forward. IMHO go for books on C++ & DirectX. Add my name to the petition for an additional forum. [ October 30, 2001: Message edited by: Sgt Wilson ]
Hi, Are pallets available for different terrain types and unit counter types? If so where?

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