From GPWiki
- Choosing the language and/or gathering tools before designing the game doesn't make sense IMO. The design should lead your decision about tools and programming languages
- Well, it's a bit of a chicken-and-egg problem, but I see your point. I think this is aimed at the complete "newbie", so most won't even know what is possible until they choose a language and library and try their hand at some tutorials Otherwise, they will quite likely decide to make a MMORPG, and realize later that they underestimated the difficulty :) Ryan Clark 14:04, 20 October 2005 (EDT)
Comment from anonymous user: This thing is pretty helpful. Thanks. Thank you very much
A few comments about this article:
- The beginning of "first steps" seems to suggest that an acceptable path is to adopt a "development environment," which I suppose means engine, and then pick a language based on that choice. But the rest of the article abandons that path and just explains how to begin with the path of language>library, without talking about engines at all. I think maybe it should be reworked so that the whole thing is oriented toward language>library style, and then put in a section about game engines after that. Sorry if that's confusing, it's hard to explain.
- The beginning assumes that the reader is an absolute beginner, and says things like "start small" with a clone of a simple game, but the article gradually shifts into talking about giant design documents and code recycling and the dangers of premature optimization and deployment and publishing. It needs something to explain that all of that is for more advanced programmers than the tetris newbies.
- The "Gathering Your Tools" section is extremely weird and looks useless.
I think that's all... --Snoolas 12:44, 29 December 2006 (EST)
Dexterity Software's website no longer exists, it seems.
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