desocupado
Magister
- Joined
- Nov 17, 2008
- Messages
- 1,802
In the second semester of 2012, I started making a game. I planned for a turn based rpg. For about 4-5 months, I learned C++, SDL and game designing, and at the same time worked on it.
Long story short, by the end of those 5 months I had a battle system done.
It featured:
-Equipment
-Buffs/debuffs
-Melee and ranged attacks (It featured a row system, where only the front row was reachable in melee)
-Nearly 100 different skills/spells implemented and working properly (a few needed testing)
-A few enemies with rudimentary AI (If you killed a mercenary a necromancer would raise it as a zombie. Once I forgot I had implemented that, and saw it happen, it was cool as all fuck)
-Item usage
I was proud as fuck of it. Still am, since it was my first and only big project in C++.
On the other hand I'm also aware that it had:
-No animations
-Poorly commented and messy code
-Hacks all over the place
-Probably some bad shit I, to this day, still don't know how to do properly.
One of the things that stuck out like a sore thumb was the way I did the UI. I didn't know how to do the UI at the time, and I still don't, so what I did? In my game loop I detected clicks, checked where the clicks ocurred, and if it was a click on an area I assigned a button, it would call the proper function. This was a pain in the ass to make, made the code a hard to understand mess, specially with sub-menus.
Now, that old itch is back. I want to code some shit. I'm planning C# and either XNA or Mono (or something different if I read a compelling argument). It's gonna be a turn based tactics game with mechs.
Anyway, this wall of text is to ask: What's the smart way? Point me in the right direction on UI making, animation handling. What should I learn that will save me time, what tool should I use to make my life easier? What's easier (and cheaper to get assets) nowadays, 2d or 3d?
Just to say, I'm hardly a proper programmer. It's a hobby, and I have yet much to learn.
Long story short, by the end of those 5 months I had a battle system done.
It featured:
-Equipment
-Buffs/debuffs
-Melee and ranged attacks (It featured a row system, where only the front row was reachable in melee)
-Nearly 100 different skills/spells implemented and working properly (a few needed testing)
-A few enemies with rudimentary AI (If you killed a mercenary a necromancer would raise it as a zombie. Once I forgot I had implemented that, and saw it happen, it was cool as all fuck)
-Item usage
I was proud as fuck of it. Still am, since it was my first and only big project in C++.
On the other hand I'm also aware that it had:
-No animations
-Poorly commented and messy code
-Hacks all over the place
-Probably some bad shit I, to this day, still don't know how to do properly.
One of the things that stuck out like a sore thumb was the way I did the UI. I didn't know how to do the UI at the time, and I still don't, so what I did? In my game loop I detected clicks, checked where the clicks ocurred, and if it was a click on an area I assigned a button, it would call the proper function. This was a pain in the ass to make, made the code a hard to understand mess, specially with sub-menus.
Now, that old itch is back. I want to code some shit. I'm planning C# and either XNA or Mono (or something different if I read a compelling argument). It's gonna be a turn based tactics game with mechs.
Anyway, this wall of text is to ask: What's the smart way? Point me in the right direction on UI making, animation handling. What should I learn that will save me time, what tool should I use to make my life easier? What's easier (and cheaper to get assets) nowadays, 2d or 3d?
Just to say, I'm hardly a proper programmer. It's a hobby, and I have yet much to learn.