The GameCafé concept is a fresh spin on the old roundtable discussion format, with a greater emphasis on intimate interactions in a more casual setting. For our next GameCafé we will explore the future of work in the game industry at three different levels:
- Personal Career Level (eg, professional development, credit/trackrecord, quality of life, etc)
- Team/Studio Level (eg, corporate structures, team dynamics, production methods, outsourcing, etc)
- Industry Level (eg, business models, economic forces, impact of globalization, etc)
Each participant will have the opportunity to explore and discuss all three topics, as well as participate in a group-wide “debrief” at the end.
When I first read the invitation I told myself “I want to be part of that discussion! I want to learn more about my future work! This is going to be great!” So I sent my rsvp to Jason. Just after I hit the send button I started to panic … “what if I don’t have anything to say. I’m not yet in this industry, I can’t really make comments and suggestions if I don’t know what I’m talking about.” Once again, the guys and gals at IGDA proved me wrong. As always, they were very welcoming and willing to hear input from other industry.
My kudos of this GameCafé goes to Ben Mattes who was moderating an Industry Level table. He really knew how to “point/counterpoint” and bring new light to the subject at hand while going out to put money back in his parking meter.
I wasn’t far into programming when I started making games. Can you believe that what got me into programming is mIRC. I had taken interest in what you could do with mIRC ’s scripts. Started modifying my client, adding stuff I didn’t really needed but were fun to fiddle with. And after 2-3 days of fiddling with it, I started to design a bot that would allow you to play a text base RPG. I had big plans for this bot but never got around finishing it. After that I made a pong clone in C++ and DirectX, I was proud as shit of my game^_^
What about you? How far were you into programming when you started making games?
Kudos to destron who posted this question over at gamedev.net
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Changes :
- I found a way to run J.I.M.exe on a PC that doesn’t have Visual Studio 2005 Express installed. Looks simple, but I had a lot of trial and error to do using my work PC.
- J.I.M. : You should not be able to push objets into walls.
- J.I.M. : Remove energy tile when consumed.
- J.I.M. : Map creation, I now have 4 maps to run my test on.
- Some J.I.M. code polishing
- Unrelated to HexEngine or J.I.M, but not to my learning experience, I’ve compiled OGRE. I took a look at the particle effects and to the cell shading technique OGRE can provide.
- I’ve also compiled an Half-Life 2 Mod. But did not spent a lot of time playing with it.
Challenge 500:
For this progress report : 13h
YTD : 41h45 / 500h
Todo :
- J.I.M. : Do not allow an object to be push into another object.
- Fix gif transparency
- Pixel perfect collision detection
- Rework the split of a tileset image. I should copy the pixel of the big image in the tile, instead of each time copying the big image and cropping it.