tag:blogger.com,1999:blog-2208890564265615027.post2922276867257832920..comments2024-03-08T19:47:41.485+11:00Comments on Ascii Dreams: White Noise: Let Games LiveAndrew Doullhttp://www.blogger.com/profile/11099404183952971291noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-2208890564265615027.post-21545715564911680632009-12-01T01:50:06.637+11:002009-12-01T01:50:06.637+11:00This is a lot like arguing whether the chicken or ...This is a lot like arguing whether the chicken or the egg came first. Designing a game isn't as cyclical but you can't get anywhere decent without both parts.<br /><br />I sort of side with ideas but that's only because I see views off balance and want to swing the thinking back to more even ground. <br /><br />The implementation can involve much more genius but likewise a lot of it is just the basic tedium anyone can do and it's only a tenth or so where the brilliance really goes (though that tenth takes probably half of your time, effort, and planning.)<br /><br />But if you don't have somewhere lofty to aim all you end up doing is copying a game that's already been made and giving it a different coat of paint. There's no room for that important tenth that distinguishes it. The idea is the reason you have any uncharted problems to solve that haven't been pursued to death by a legion of other programmers.Shokuhttps://www.blogger.com/profile/12107696954466417617noreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-80903227639973644772008-02-28T23:26:00.000+11:002008-02-28T23:26:00.000+11:00What book did you write? I'm trying to pull togeth...What book did you write? I'm trying to pull together resources on procedural content generation in my spare time...Andrew Doullhttps://www.blogger.com/profile/11099404183952971291noreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-85391480347520547512008-02-28T20:51:00.000+11:002008-02-28T20:51:00.000+11:00I was on Squidi's side in the (in)famous debate sp...I was on Squidi's side in the (in)famous debate sprung around jayisgames' yin and yang platformer. It is one of those cases where a game is made mostly from a great idea and less from the implementation.<BR/>You do need both to have a game, and it is just a matter of attributing the greater part of the merit... design or concept? In that case it was "concept".<BR/><BR/>On the other hand squidi has written a long list of other useless concepts... take for example the zombie RL: it's just a compilation of the best feature ever thought up about a rl. If anyone manages to write that wonder of a game, which is to reiceve the most credits? The godlike programmer that manages to code what no one else did, or the concept writer that compiled a list of what every rl programmer wants?<BR/><BR/>As an aside: one of his latest idea revolves around a procedurally generated WORLD... anyone can immagine the scope of having a whole world created without using randomnes to "fill the gaps"?<BR/>As far as i'm aware there is no RL that manages to do that even with a simple dungeon... every dungeon you see is randomly generated, not created from the simulated actions of virtual builders.<BR/><BR/>I've been writing and collecting data on this for years... i've litterally wrote a book on the subject, and still i don't feel like anywhere near the stage where one can annouce a vapourware.<BR/>In case i manage to finally write the game... should squidi and his half-an-hour post take credits? I don't think so.Worthstreamhttps://www.blogger.com/profile/07827543742005059635noreply@blogger.com