General question about experience required.
Posted: 2014-04-08, 01:02
I know there is no magic answer to this question, but I thought I'd ask for pointers. I would like to know what sort of experience level is required to start producing playable games.
While I learnt the very basics of C++ many years ago, I only have experience of coding in a customised version of lua used in Natural Selection 2. The engine was built in C++ with all the game code written entirely in lua. The engine wasn't open source, but by default the lua code is. While they realise now there were more things they should have put in the engine, their methods gave me a great deal of freedom to develop an entire mod in lua.
Here is the latest version of my GorgeCraft mod which is close to final release version.
https://github.com/SoulRider/GorgeCraft/
Although this is just my custom code, and does not include the default NS2 code that is also used, it does give an idea of the depth of control available just from the lua code. To work with CaFu, will I need to do a lot of this work in C++, or can I do similar levels of work in lua?
From my limited understanding of your currently under development component system, it seems to work similar in concept to the idea of the mixin that is used in Natural Selection 2, and as I used in my own mod when creating the ModelScaleMixin.
In this case, what things would I need to implement in C++, and where would you recommend me starting on those points. I am a dive in and play kind of guy, although I like documentation when I am stuck.
Any advice you can give, is greatly appreciated, I look forward to improving my programming skills and knowledge with this engine. I see it as a long-term time investment
While I learnt the very basics of C++ many years ago, I only have experience of coding in a customised version of lua used in Natural Selection 2. The engine was built in C++ with all the game code written entirely in lua. The engine wasn't open source, but by default the lua code is. While they realise now there were more things they should have put in the engine, their methods gave me a great deal of freedom to develop an entire mod in lua.
Here is the latest version of my GorgeCraft mod which is close to final release version.
https://github.com/SoulRider/GorgeCraft/
Although this is just my custom code, and does not include the default NS2 code that is also used, it does give an idea of the depth of control available just from the lua code. To work with CaFu, will I need to do a lot of this work in C++, or can I do similar levels of work in lua?
From my limited understanding of your currently under development component system, it seems to work similar in concept to the idea of the mixin that is used in Natural Selection 2, and as I used in my own mod when creating the ModelScaleMixin.
In this case, what things would I need to implement in C++, and where would you recommend me starting on those points. I am a dive in and play kind of guy, although I like documentation when I am stuck.
Any advice you can give, is greatly appreciated, I look forward to improving my programming skills and knowledge with this engine. I see it as a long-term time investment