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Game Programming

Name: Anonymous 2010-04-01 0:29

Hey /prog/ I've been offered a job to teach game programming. What games should I have my students make? I was thinking start off with a text-based RPG, then Tetris, Space Invaders, Pacman, Super Mario. Anything I should add or replace on the list? It's a 12 month course so, I don't want to overload them.

Name: Anonymous 2010-04-01 1:04

What exactly are you teaching them to program their games using?

Name: Anonymous 2010-04-01 2:27

I was thinking start off with a text-based RPG, then Tetris, Space Invaders, Pacman, Super Mario. Anything I should add or replace on the list?

why don't they just read tutorials on the web and save the course fee...

Name: Anonymous 2010-04-01 3:41

Tetris
Forget it, it's NP Complete.

Name: Anonymous 2010-04-01 5:39

/prog/fighter god damnit!!

Name: Anonymous 2010-04-01 5:47

Please have your students make a game about haxing anuses.

Name: Anonymous 2010-04-01 6:02

The challenge is to teach them programming in such a way that they will not want to make games...

Name: Anonymous 2010-04-01 6:50

Teach them game theory, zero sum games, all that shit

Name: Anonymous 2010-04-01 6:54

You should start them off with basic interaction with peripherals. A quick primer in teledildonics may be in order.

Name: Anonymous 2010-04-01 8:45

Aren't they going to want to learn 3D mostly?

It doesn't need to be said that game programming courses are bullshit. Focus on FSMs and linear algebra I guess. Then tell them to go read a couple of Sam's TY2HMA in 24 hours books and call it a day.

Also >>9 has an excellent point.

Name: Anonymous 2010-04-01 9:09

Well it's based for people who haven't programmed before, so I'm teaching them to program with games.

>>10

Just a simple 1st person shooter then instead of Space Invaders?

Name: Anonymous 2010-04-01 9:16

>>11
If that's the object then it changes things a lot. Just teach them whatever you think they can learn.

Name: Anonymous 2010-04-01 9:48

>>1
I don't want to overload them.

The wrong way.

Name: Anonymous 2010-04-01 10:35

Haxing Anus Adventure 2: The Pleasure of Being Cummed Inside

Name: Anonymous 2010-04-01 10:46

Anus Haxing Adventure 2: The Pleasure of Being Cummed Inside

sounds better

Name: Anonymous 2010-04-01 11:30

Hm, I think you should try to make them understand that programming is all about problem solving and there are many ways to solve a particular problem. And that they shouldn't be afraid of challenges.

Name: Anonymous 2010-04-01 11:56

Get them to write visual novels.

Name: Anonymous 2010-04-01 12:11

Anus Haxing Adventure 3: The Revenge of the Prolapsing Anus

Name: Anonymous 2010-04-01 12:20

start out with pygame or actionscript, then move on to some DirectX or OpenGL

Name: Anonymous 2010-04-01 12:35

op, it doesnt matter what you'll teach them. if they havent programmed before they're doomed for failure. fuck them and fuck you for settling on a dead-end job.

Name: Anonymous 2010-04-01 12:59

>>17
whats the matter? too hard for you /prog/?

Name: Anonymous 2010-04-01 13:15

progressquest

Name: Anonymous 2010-04-01 19:15

If your own suggestions were so low-level as Pacman and Tetris, this is an introductory course?  Perhaps you should categorize the lessons around concepts of game programming rather than just programming games itself.

A couple of things you should encourage teaching them: start with Pacman, which will give them a minor AI and pathfinding demonstration, as well as cover other basics and even have a minor lesson about state flags (the power pellet).  You can also play with how the basic game of Pacman works if you want to make it more complicated.

Asteroids, pinball, or Marble Madness, for more modeling more complicated physics.  From this, you should also talking about animating the different state of the PC and NPCs in a game based on their actions or reaction to their environment.  Sprites and [action] animation and such.

An ASCII or simple tile-based dungeon crawl, demonstrating the ever-vanishing art of procedural generation and dealing with turn-based and real-time combat.  You can toss something about party mechanics into that, if you want.  Build onto that for state-based gaming (questing) and text-based conversation/interaction to include puzzles.

At some point, I suggest you double-back to chess, go, or risk.  To encourage designing complex, yet still effective and timely, AI that can mimic strategy.

A good source of demonstrations could be finding well-made flash games and getting a flash decompiler, Doom (which is exceedingly well documented), and rummaging through David Wong's Unique Video Game Glitches archive to make the students consider why things can go wrong in game programming.  Also, you should use Nethack, Dwarf Fortress, or another well-documented freeware game to discuss related topics.

Ask them to start working on their final project shortly before or after the midterm.

I recommend staying away from Tower Defense games.

I have no teaching degree and this post had only a half-hour planning put into it.

Name: Anonymous 2010-04-01 19:33

"Haxus" by Amateur Grider

Prague is a region. St Sussman Cathedral is a room in Prague. "This cathedral is a temple to the almighty Sussman, whose teachings bestow [italic type]satori[roman type] on unworthy programmers such as your humble self."

The IO monad is a transparent container in St Sussman Cathedral. The monad is closed, locked, and not portable. The description is "A referentially transparent data structure made of pure Haskellonium. You'll need some kind of rigorous mathematical proof to be able to open it."

A pristine copy of SICP is in the monad. The description is "[if open]You gleefully flip from page to page of the holiest book in the universe![otherwise]The immaculate sacred tome of Sussmanism glints at you sparklingly.[end if]". SICP is a portable container. Satori is in SICP. SICP is closed and opaque. SICP can be read or unread. SICP is unread.

Fibonacci Butt Street is a room in Prague. It is south of St Sussman Cathedral. "The buildings on this street are laid out according to the arcane [italic type]feng shui[roman type] variant known as the Fibonacci Butt Sort."

Name: Anonymous 2010-04-02 2:31

>>24
COBOL programmer detected

Name: Anonymous 2010-04-02 12:06

>>24
Inform 7 /not-programmer/ detected.

>>1
See >>23-kun... except for the flash thing. At least teach them FIOC with PyGame or real programming.

Name: Anonymous 2010-04-02 15:49

>>26
Is that really what Inform 7 looks like? I'm still using 6, and that looks gross.

Name: Anonymous 2010-04-02 19:10

Don't start them off on text-based RPGs. It's a lot of hard work for little gain, or, if you use something like Inform 7, a fair bit of work from which they'll learn nothing.

Name: Anonymous 2010-04-02 19:24

Name: Anonymous 2010-04-02 19:34

>>29
I'm looking forward to when Conrad finally releases his book[1]. Based on the talk he gave at Philly Lambda[2] it looks pretty good.

--References--
1. http://www.reddit.com/r/lisp/comments/bic7p/land_of_lisp_is_it_still_going_to_be_released_in/c0mwxui
2. http://vimeo.com/9605639

Name: Anonymous 2010-04-02 19:47

>>11

Never programmed before? Forget gaming.

If you really want them to learn gaming programming you should start them off on how NOT to.

Bad habits, Wrong things in gaming, Quick Time Events, Etc

after you taught them what they shouldn't do, give em little programming problems and let em do some basic data manipulation in memory and save files.


OR you could just throw them into flash and watch them wither in pain. That's way funnier.

Name: Anonymous 2010-04-02 20:30

>>28
No, no, that's too complicated as a first thing.  Start smaller and progress into it.

Name: Anonymous 2010-04-02 20:55

>>27
Yup. It does a better job of pretending to be English than, say, COBOL... But it's still a programming language pretending to be English.

Name: Anonymous 2010-04-02 21:01

Replace scientists with artists

Name: Anonymous 2010-04-03 1:26

dude zork is cool
who zorked the italics?

Name: Anonymous 2010-04-03 3:16

don't forget game of life
also: skip text based games focus on graphics instead

Name: Anonymous 2010-04-03 3:37

Faggots

Name: Anonymous 2010-04-03 3:38



    ( ≖‿≖)  D
    ( ≖‿≖ )   I
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    I'm pretty sure that he'll enjoy being stuffed into anuses of clueless toddlers. ( ≖‿≖)

    ( ≖‿≖)  R
    (  ≖‿)   E
    (   ≖)   W
    (     )   O
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    (≖   )   
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    ( ≖‿≖ )   I
    ( ≖‿≖)  D

Name: Anonymous 2010-04-03 3:39

you are all faggots you all are

Name: Anonymous 2010-04-03 20:30

Forget the workload, have them make Demon's Souls. Given that they will join the industry after that, it's fair to give them a chance to do at least one good game in their whole life.

Name: Anonymous 2010-04-04 3:32

I spent about 3-4 months creating a game in C++ with OpenGL. It was a game that centered around the main character who had to save the King's land from the evil forces of a Time Mage. It was hell coding it, because prior to doing this I had little to no experience in Win32/OpenGL. In the end, I didn't get all I wanted complete and I was mighty disappointed. It was hackish the entire way through to achieve what I wanted, and could have been much better.

Set your students up with a good foundation first, this is the most important thing. Think about the most basic computer games made, and separate them into teachable skills to aid the students. I.e. bounds checking, AI, states, a lot of what #23 talked about. In the end, the majority of them probably won't want to keep making games, but it's better for them to learn from the ground up than blindly running into it like me.

Name: Anonymous 2010-04-04 4:16

>save the King's land from the evil forces of a Time Mage
Whats the plot,setting and main quest?

Name: a !!HOvW/sYXJdSCekx 2010-04-04 4:20

a

Name: b !V3./gPwYyk 2010-04-04 4:20

b

Name: Anonymous 2010-04-04 4:43

>>42
I'm assuming the main quest is to save the King's land from the evil forces of a Time Mage.

Name: Anonymous 2010-04-04 5:33

>>41
It was hell coding it, because C++.
FTFY.

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