The 2012 resolution thread (http://dis.4chan.org/read/prog/1324897198) took a turn after some riders suggested collaborating to make a video game. This thread attempts to more formally continue that line of thought.
Main points from previous thread:
0. /prog/riders of 2012, unite
1. Collaborate to make vidya game
2. Should be easily extendable by non-programmers to make Original Content
3. Make a simple campaign to demonstrate scripting so others will be able to learn and contribute their OC
Goal of this thread:
0. /prog/riders interested in the game idea, stand up and be counted (please use a throwaway name#trip)
1. We can see what set of skills are available in the group (please indicate what you're able to contribute - code in [language], 2D/3D art, text - in order of your ability with each, most skilled first). Feel free to mention anything else that might be useful/important.
2. Based on skills available, we can brainstorm realistic game ideas ITT (simpler deliverable is going to be better, since we likely haven't worked together before - if a solid group forms from the experience, we can later try something more ambitious).
3. Reach consensus on a specific project (reply to any you like, add your own ideas, repeat...).
4. Set up communication channels (IRC/wiki/mailing list) for those who formed the consensus (it's possible more than one project attracts an interested group).
5. Work out details, responsibilities, timeframe, etc. on alternate communication channels.
tl;dr Read SICP.
Name:
grouse!xdoz7cjaZY2011-12-30 11:23
I'll have free time to help out beginning in January.
(Timezone is UTC+2, but very open schedule)
Skills
Python (2d, pygame as well)
English editing, some creative writing
C++ (some 3d experience like scene graphs and ray-tracing, very rusty)
Photoshop editing (2d, not original art)
Scheme (never a "serious" project)
Name:
Anonymous2011-12-30 11:25
The most realistic target for /prog/ is an MMORPG written in Scheme, full 3d, space/planet exploration with realistic physics, although not realistic enough so that it takes hours to travel to the moon and shit.
Name:
Anonymous2011-12-30 11:27
I can speak about JEWS.
Name:
Anonymous2011-12-30 11:34
skills:
- BB-code MASTERY
- Berating others
- Calling people retarded
- Making fun of Sepples
- Making fun of imperative programming
Name:
Anonymous2011-12-30 11:43
If it's in Common Lisp or Scheme, I may be interested.
Name:
6!KaNBTm946s2011-12-30 11:46
I can also help with the Savonian translation, but only if you're using Common Lisp or Scheme.
Name:
Anonymous2011-12-30 11:47
skillz
- Touching little girls
- Being drunk by 9am on the weekdays
- I can write "hello world" in Java
- I made it past the 11th grade
- I know how to turn on a computer
I'd be up for helping in a few weeks when I have more time.
I've done OpenGL programming in C, not for games though, for physics simulations, so it's more EXPERT MATHEMATICS than anything. I also have experience with GPGPU using CUDA and OpenCL.
Name:
Anonymous2011-12-30 13:20
>>14 I'd be up for helping in a few weeks when I have more time.
Useful programming languages I know, from most to least experience:
- Python
- Ruby
- C (not much game programming, though)
- Scheme (could probably adapt to CL)
Other skills:
- Music/sound effects. We'll probably go for some cheesy game music, which I could pull off pretty well.
- Some basic 2D sprite art, but no big drawings.
- Could probably design a logo as well.
I'd prefer we write this in some kind of Lisp, apparently game design is really interesting in it.
We could make something MegaMan-like where the bosses are shitty /prog/ in-jokes. Or a beat-'em-up, which was suggested in the other thread. That way we can easily involve non-programmers in the project, for level design.
Name:
Anonymous2011-12-30 14:10
You guys realize that it won't ever happen if you decide on a Lisp dialect, right?
Games I've made:
* A top-scrolling shooter where you're a blind bat and have to use echolocation to catch insects and avoid walls. Written in C with Allegro.
* A console-style RPG, in limbo until I think of a decent original battle-system. Written in C++ with Allegro.
* A text adventure written in Scheme.
* Tetris clone written in C with SDL.
* Lots of minigames (Tetris, Dr. Mario, Minesweeper, Boggle, Set!) written in Javascript.
* Pacman clone written in Pygame.
* Currently working on a Donkey Kong clone written in Javascript.
Math experience:
* Calculus (three semesters)
* Linear algebra
* Differential equations
* Discrete math
Other experience:
* Artificial intelligence (two semesters, including one taught by Stuart Russell himself)
* SICP
>>25
Admit it. The person is a total douche. Seriously. If this idiot was really all that and a bag of chips, he/she/it would have given some quality technical responses on here. I mean, don't you always find it amusing when the so called "ideal candidate" shows up when they smell of money?
>>27
Alright, if I don't count as `serious' despite using a `trip-code', I'm out. Thread over.
Name:
kc!taZqHR8ods2011-12-30 16:39
>>26
What do you want me to say? I have no experience other than arguing on the internet over which programming language is the best? This is a programming board, don't be surprised that some of us actually do program. If you don't, feel free to leave.
/prog/ cant even get together to make a simple chain program, you realize how much work a video game is OP?
I said this already, if you wanna go somewhere you better pinpoint exactly what kind of game it is and its mechanics. Also dont bother writing your own engine, just focus on game contents.
Otherwise you only end up with an engine with integrated common lisp and no game content whatsoever.
If you really are serious about this OP make a git or svn depo and start off with something and then try to motivate people to contribute.
Remember this is /prog/ and it hurts me so much saying this, its also still 4chan.
I still think the best language choice was made in the previous thread: engine in C, augmented with scripting in a Lisp.
Is the general consensus to stick to 2D? If this somehow Sussman help us works out, we could start a 3D engine after.
Name:
kc!taZqHR8ods2011-12-30 18:03
>>32
It's not online. I wrote it for a natural history presentation in high school and it's still sitting on some ancient Windows XP laptop. I'll see if I can dig it up.
>>33 you realize how much work a video game is
Depends on the type of game. It's not uncommon to make games in three day hackathons, even from scratch.
As far as revision control, Git would be ideal since it's distributed and I assume you're all more familiar with Git than Mercurial.
Anyways, what kind of game do you guys wanna make?
Name:
Anonymous2011-12-30 18:05
>>37 I still think the best language choice was made in the previous thread: engine in C, augmented with scripting in a Lisp.
Please elaborate. Why would this be the ``best language choice''? Just because some random guy who hasn't used either for anything worthwhile says so? Lisp is more than capable of handling `engine' tasks by itself.
Is the general consensus to stick to 2D?
That's fine, but don't even think about not using OpenGL for the graphics from the ground up. If you need reasons, you don't need reasons, because you just have to do what I say.
Name:
Anonymous2011-12-30 18:07
>>38 I assume you're all more familiar with Git than Mercurial.
You assume wrong.