I suppose there's no one absolute best game, there are different styles that suit different kinds of games. Some games incorporate features in a fun engaging way, while in others they are just thrown together and drag the game down.
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IBM's Bob Sutor Questions Linux Gaming
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@V!ncent: Gameplay means game mechanics, it's the ease of use you, the player, have to interact with the game for example its control, logic do solve a puzzle and stuff like that. it doesn't mean that the game doesn't have 3D or a physics engine or even a good manual!
As L33F3R said, if you know how to make the perfect engine, be my guest! I would enjoy to see that! From my understanding for each genre of game there will be its own mechanics to implement. Oh if you really do create the "perfect engine" you will have to make one game from each existing genre. Here is a link to understand "game genres" but as you seems to be all knowing man i'm sure that you don't need to read it, right? check out gameplay defenition that you really don't know what it means!
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Originally posted by L33F3R View PostGood gameplay is the interaction with other elements, in a "good" way. Sinse the goal of any game is enjoyment, good gameplay then refers the the interaction with other elements that result in the end user having a good time. That wasn't so hard was it?
[...] its quick to realize you like to ramble on and that this post would take up 2 much page realestate for its own worth.
The perfect engine can be made, so start making it.
"AmmaGawD diD H3 ju5T 5aid ThaT?!?!?!"
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Originally posted by V!NCENT View PostThen define fun and good gameplay and we're back at where we started. Basically what I said: A game should just be a good game. You just repeated what I said. There is no point in that pointlessnes. I am not sure where you wanted to go with that...
Originally posted by V!NCENT View PostAt least I am thinking of solutions instead of just staring at my coca cola glass while complaining its half empty...
Now you have ambitious goals. And i back you up in achieving them because certainly little harm could come from progression. As with anything in the world of linux, when i see it I will see it and if i dont i never seen it. Much the the awesome raw power of ATI cards under linux and the death of Nvidia (thank you Qaridarium) .
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Originally posted by L33F3R View Posti think you confused yourself. You had asked me to define good gameplay (well actually you said i couldn't) which i did. Noone is debating that good games are good games.
You are not thinking of solutions, you are presenting solutions that in your brain already work. Many of us here, including myself, share our ideas on how to solve such problems. You on the other hand, are certain to shit that you are right.
1. No common software across the entire Linux distribution board.
2. No stable API and framework.
3. Too much efford.
4. Not enough revenue due to small user group
My suggestions for solving these problems:
1. Standardize on a single software framework that the game doesn't have to adapt to but the other way around; the engine looks at the game and opens it up for the player.
2. Standard functionality that can be added upon to give game developpers something that nevers changes but extends. The engine itself has the upsides of being portable across everything whithout the downside of having to make a commercial game free software.
3. Too much effort reduced by collectively create a single modular engine to eliminate having to create what was already created elsewhere.
4. See the solution to point number 3; less coding man hours means less costs.
Now what were your solutions? None.
Accepting criticism clearly doesnt exist in your world.
However by picking them apart we can also find ways to solve these problems we first never knew existed. For example, how are you going to make sure everyone has the same engine version in an unmodified form when distros package it? Alternatively your idea has given me idea regarding something not so totally different.
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Originally posted by V!NCENT View PostYou said good gameplay is gameplay that enjoys the user.
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Problems:
1. No common software across the entire Linux distribution board. (somewhat right)
2. No stable API and framework. (depends who you ask as i know many would beg to differ)
3. Too much efford. (effort* and again it depends who you ask.)
4. Not enough revenue due to small user group (hmm, i would tend to say yes but under certain circumstances)
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Originally posted by V!NCENT View PostNow what were your solutions? None.
Unusable criticism? No. However: "X will not work because of Y so you might want to considder doing Z" I do like. Instead of whining that everything is going to suck you might like to provide actual solutions and think with me.Originally posted by L33F3RAlternatively your idea has given me idea regarding something not so totally different.
Originally posted by L33F3RYou just created the biggest BS bogus problem... realy. Where are your brains, in your ass?
Originally posted by V!NCENT View PostThe engine plays the game, not the other way around. It's like an MS Office container document; Word reads it out and displays it. It can also be read out and changed by OpenOffice.org, Koffice, Abiword and maybe some more...
BTW V!NCENT, as many will tell you i bring out the worst in people and their ideas. Often times disagreeing with myself to keep debate open and information flowing. Doing so can help identify problems and hurdles. It is not my intention to be an angry old bastard and hate you, because i dont .
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1. No common software across the entire Linux distribution board.
2. No stable API and framework.
OpenGL.
OpenAL.
Miles. (Yes, if you want to shell out an additional $5k...)
Granny. (Ditto...)
Bink. (Ditto...)
FMOD.
RakNet.
SDL.
Allegro.
ClanLib.
Crystal Space.
OGRE.
Cube2.
Each one have been used in major commercial applications. All of them exist on Linux in a stable fashion and are pretty easy to use.
As for "stable"- I wouldn't have been able to ship Caster3D to 32 and 64-bit customers on over 3/4ths of the distributions out there with minimal issues- and I certainly wouldn't be going back for more in the form of three more titles currently.
3. Too much efford.
I've said it often- it's not too hard, it's unfamiliarity with the OS than it's actual difficulty.
4. Not enough revenue due to small user group
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Where are your brains, in your ass?
@Svartalf: you stole my post i was going to post something similar to yours. I mean about the frameworks and API.
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Originally posted by Setlec View PostL33F3R, do you have cloud computing implemented inside of your skull? I've been wondering if it would fit in mine..
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